Fractal Softworks Forum

Starsector => Mods => Topic started by: Dazs on November 14, 2021, 06:27:18 PM

Title: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Dazs on November 14, 2021, 06:27:18 PM
(https://i.imgur.com/uiXpsfj.png)


DOWNLOAD (https://drive.google.com/file/d/1qU06YXnPXJTxbPrVG5A1EHWiiqyxk7mP/view?usp=sharing)

Requires
Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0), LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718)

New game required to have them appear in the sector

Hiver Swarm is a non player enemy AI faction designed to be aggressive invaders and can colonize systems. An insectoid race that uses high tech cybernetics to grow their living ships. Their home world is found in deep space and their relations range from inhospitable to hostile for all factions. Their exclusive living hull designs (seen below) allow them to regenerate their hulls in combat and to be tougher made than the average factions' making them a challenge to fight. They use custom made drones, energy pulse weapons and missiles (also seen below) but have been known to use captured Corvus ships. They are vengeful toward the player and will become hostile on sight, you have been warned.

Peek here for ship and weapon sprites
Spoiler
(https://i.imgur.com/t8Tod1V.png)
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Peek here for a side by side image of the optional ship replacements found in the imbedded RAR
Spoiler
(https://i.imgur.com/szNbcVw.png)
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Peek here for spoilers on their tactics - no really, do not read unless you do not want to figuring out how to face them yourself
Spoiler
Hiver ships are high tech in nature with good shields, heavy armor and regenerating hulls. Their weapons do general damage with no bonuses to shields armor or hull but they swarm targets and the accumulative damage makes short work of weaker or lone enemies. Their smaller ships regenerate much faster than the larger ones and will wolfpack until they take about half damage then fly away to self repair while the larger ships keep you occupied. Also, their fleets will swarm if you attack a fleet in their sector and there is another fleet nearby. Approach fighting them tactically with a fleet that can handle these threats. I do not recommend you stick around for too long, take your salvage and run to come back repaired.
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Why oh why?
Spoiler
My inspiration for this mod started when I was selecting ships for my faction mod, Junk Yard Dogs and came across these great sprites on Spiral Arms II. I was originally going to make them a sub-feature in JYD with a mini lore of them being found derelict ships from an unknown race while mining in deep space. The more I spent refining that mod, which led to time spent on my second mod Ore Refinery, the idea laid on the scrap floor. Well I am also a huge fan of Kerebos production's Sword of the Stars game series and it hit me to make them an enemy faction based on the Hiver faction in that game. Their lore and ship setups are loosely based on those Hivers but this is a Starsector version confined to the rules here (sorry no gate tech).

I made the mod nonplayer because the ships are overpowered compared to standard. They are not as difficult as Remnant Ordo fleets but a mid game challenge for sure. Their ships are capturable but I did set a chance for them to shatter. I do have the bare bones structure to make them playable still in the mod so I could test them so if you really want to you could fiddle and make it playable but that is not in the scope of my release idea.
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Instructions to make them a playable faction

Spoiler
As stated earlier by default the Hiver faction is unplayable but if you follow these steps you will be able to play as a Hiver with a fully functional market. You will be on good standing with the Hivers however the faction itself will remain enemies with all other factions. As the player you will have some factions that are neutral to favorable as well as several enemies. Each step is modular and it is up to you what level of functionality you would like. For example. if you just want to flag them as playable so they show up on random core world mode but want them still hidden on the intel tab and don't care for the portraits being used then just enable the first change.

First off, use Notepad++ or a java complier. If you make changes with standard notepad or some other editor it may mess with the Java code.

From the mods tab in you Starsector folder go to Hiver Swarm\data\config\exerelinfactionConfig\HIVER.json and open it with your editor. Navigate to line 3 "startingFaction":false and set it to true, and save. Now go to Hiver Swarm\data\campaign and open rules.csv and delete lines 27-31 see below spoiler for the lines to delete if you are unsure:

Spoiler
hiver_cmsn_askForCommissionOpt_disable,PopulateOptions,"$isPerson
Nex_Commission personCanGiveCommission
!Nex_Commission hasFactionCommission
$faction.id == HIVER","SetEnabled cmsn_askCommission false
SetTooltip cmsn_askCommission ""The Hivers do not take in outsiders.""",,,
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To enable the Hiver faction to show on the intel tab: Go to Hiver Swarm\data\world\factions\HIVER.faction and open it with your editor on line 14 you will see "showInIntelTab":false,  change the false, to true, and save the file.

Lastly to enable the Hiver playable portraits shown below when you make a new character: Go to Hiver Swarm\data\world\factions\ - now the tricky part, you will see a file named xxplayer.faction - rename that to player.faction - Sorry to make it so difficult :)
(https://i.imgur.com/8BuDWHA.png)
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Credits
Spoiler
Alex for making this wonderful game!
Dandilion, Tecris, Xenoargh, HELMUT and Protonus for allowing dreamers with no art skill to use these sprites on Spiral Arms. (which I shamelessly bashed and re-colored for a consistent look)
Portraits used for the Hivers in game are from SWOTS, permission was given to non-profit fan made mods for that game.
Vayra for her modding tutorial that helped so much as well as the guide makers on discord.
The MutableShipStatsAPI page (Alex again I assume) giving me the inspiration to use getHullRepairRatePercentPerSecond on the Hiver ships.
Ty to the Beta Testers / Suggesters: 6chad.noirlee9, Deageon, Arthur_The_Ok, MapleDaddy__ TTV, grinningsphinx
Trylobot and Deathfly for the ship and weapon editor that allows a clueless ape like me to code.
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If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi (https://ko-fi.com/dazs825110)!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/dazs825110)

Current Changelog

0.97 - Save Compatible with 0.96 however, The Rizdet system change will only take effect on a new game start
   -Moved the Rizdet star system to be clustered with the other two Hiver systems - due to the aggression fixes in the last patch it no longer needs to be so far away
   -Increased the flux per shot of every Hiver energy weapon by 10% - Ty derrzzedd for making the case their weapons were a bit too OP
   -Decreased the ammo count of the Istkrrtc-type Hive by 3 and the Xrrymm-type Hive by 4 - A needed fix for their damage
   -Reduced the speed of the Beetle, Carabidae, Queen, Emperor, and Lucanidae by 10% - These are the larger tankier Hiver ships that with their armor needed a little nerf
   -Added hostile flags for Iron Shell and HMI - TY gufiu for noticing those two factions were too close to neutral
   -Changed the percentage of hull that the BIO Hull mod kicks in from 90 to 95% - Will kick in faster and repair more
   
Past Changelogs
Spoiler
0.96 -Save compatible with V 0.95 -If you have them set to be playable revisit the instructions on the forum OP - I recommend a new game start to take advantage of all changes 
   -Added a "Buy me a Coffee" tip link to Ko-Fi on the forum OP - By no means do I expect anyone to use it :) but it was requested by travhill20      
   -Added some lines to the code to better integrate Hivers in the picking of colony fleets in NEX
   -Added some code to better interact with NEX so that Hivers are more aggressive in invading the sector (you have been warned) - Ty so much Histidine for all your help!
   -Added new custom greetings when a player encounters a Hiver fleet or attempts to interact with a Hiver planet
   -Increased the range of the Krrakt Thermionic Hyper-Exiter PD from 350 to 400 - minor range increase to make it more competitive
   -Increase the speed of the Istkrrtc-type Hive from 225 to 325 - Allows it a better chance of reaching it's target
   -Increased the armor of the Scorpifly heavy drone from 325 to 450 - With it being unshielded this change will allow it to survive a little longer vs PD weapons
   -Added the Cerambycidae to the Hiver blueprint - Was incorrectly added to the high tech bp by mistake
   -Removed entries in unused columns on the ship hulls - Just removing some bloat that I though was needed when I started the project
   -Removed the nanoforge from each instance of light industry on Hiver planets - Learned that it was unneeded when fixing JYD so another small bloat removal
   -Changed the instructions on the forum OP on how to make the Hiver faction playable - The code changes made the previous way obsolete

0.95 Save Game compatible with version 0.9
   -Replaced the Hiver crest graphic with a better quality one
   -Received some requests to add more Hiver ship graphics to the alternate ship pack so I made replacements for the Aphid, Chrysopidae, Lacewing, and Lucanidae
   -Replaced the ship sprite for the Cleridae freighter with a cleaner version - Same graphic just less saturated
   -Replaced the ship sprite for the Viridula tanker with a less blurry version - Darker tint with some minor changes
   -Added a new Super Freighter to the Hiver lineup, the Chalcosoma - With the new colony added in 0.9 I felt they needed a large well defended freighter for their long distance trade fleets
   -Added a new Super Tanker to the Hiver lineup, the Cerambycidae - Same reason as above but for fuel
   -Added a new small energy weapon to the Hiver lineup, the Krrakt Thermionic Exiter and gave it a custom shot
      -Based of the vanilla IR pulse laser but does 10 more damage per shot, has a longer range of 700, a higher energy per shot of 70 and an additional chargedown of 0.1
   -Replaced every vanilla IR pulse laser equipped on all Hiver ship variants with the new Krrakt Thermionic Exiter
   -Changed the projectile of the Krrakt Thermionic Hyper-Exiter PD to the new custom shot I made for the Krrakt Thermionic Exiter
   -Added a glow effect to the Krrakt Thermionic Hyper-Exiter PD   
   -Added a turret image and glow effect to the Krrakt Thermionic Hyper-Exiter PD - The base image was a bit too large for a turret mount
   -Added a glow effect to the Svrerresh Bio-Plasmic Launcher and gave it a custom shot - Previously used the vanilla pulse laser shot
   -Added a glow effect to the Sverrtrrsx Bio-Plasmic Caster
   -Added a glow effect to the Xhezek Thermionic Sling - seeing a pattern here yet :)
   -Fixed and error in the Hiver weapons to prioritize - Added a missing entry for the Ezkepren-type Hive torpedo
   -Added turret mount images to the Deathfly and sharpened it up a little, also added missing Biological Hull mod - Just cleaning it up a little and noticed the missing hull mod
   -Added turret mount images to the Princess and sharpened it up, also added two missing small weapons on the variant
   -Fixed and error with the Scarabaeus not being added to the Hiver medium blueprint
   -Added the four new replacement ship sprites to the side by side comparison image on the forum OP
   -Re-made the ship sprite image on forum OP - replaced the above changed images and added the two new logistics ships(bottom of the image)- The old image was being cropped on smaller monitors
   -Added a Hiver emoji to the SS discord, you can now show your love Hiver style - Ty to Timid for suggesting it and Avanitia for adding it!

v0.9 - Save Game compatible however I recommend a new game since the new system requires a new game start to appear - Also, if you currently have any of the ships listed below in your save game fleet, you may need to refit them
   -Increased the % that the Biological Hullmod will kick in from 75% to 90% - Received some feedback that it needed a tweak
   -Added a new Hiver system; Rizdet is located on the map at the diametrical opposite of the other Hiver systems which should force Hiver fleets to travel the map to reach each other but still far away from normal traffic
   -Added yet more code flags to make Hivers aggressively hostile - An ongoing process that I am sure I'll nail down eventually :)
   -Increased the supply use and deployment points of the cruisers Prince, Catcher and Eyes from 15 to 20 - Brings them in line with other cruisers
   -Changed the loadout of the Scarab by removing it's offensive missile mounts and replacing them with more small turrets for defense - it is a freighter after all   
   -Increased the OP and the flux on the Eyes phase cruiser and added a second medium turret to bring it more in line with similar ships
   -Added a new logistics cruiser, the Ceruchus is well defended with PD mounts and equipped with a salvage & survey suite - Their fleet lacked these logistics - Essentially a heavy Apogee
   -Added a new destroyer, the Scarabaeus is primarily an energy weapon powerhouse for it's size - Essentially a beefier Sunder - The Hiver midweight class was lacking 
   -Updated the sprite for the Emperor - Same graphic just less saturated
   -Replaced the sprite of the Twinblaster weapon - the previous sprite was a blurry mess
   -Updated the sprite for the Twinpd weapon - Same graphic, just darkened a little    
   -Replaced the graphic used for the Scarab - Replacing one of my early blown up blurry messes, I swear I'll get them all eventually :)
   -The above graphic changes and additions are reflected on the Forum OP picture
   -Added a secondary RAR file to the download called "Replacement Ships.rar" that when extracted over the base mod will replace 11 pixel and data files for the biological looking ships (see below)
      -This is a request I have received from several players and the number one complaint regarding the "bug" sprites that I see on discord
      -The added RAR makes no other changes to the mod and can be ignored if you want to keep the original sprites
      -The replaced ships are the Beetle, Calopteryx, Crabby, Eyes, Flyter, Moth, Prince, Scorpifly, Snipper, Swimmer and the Viridula - Added a graphic to the mod main page showing the side by side differences
      -To enable all these changes, first install the base mod then open the "Replacement Ships.rar" (found in the Hiver Swarm base folder) and extract to your mod folder (same as any other mod)and accept overwritten files
      -To replace only some of the old sprites then install the mod as above but extract the "Replacement Ships.rar" to a dummy folder. Select the files for hull, variant and ship graphic you want and drag these to your HIVER folder and overwrite
      -To revert back to the original sprites, delete the HIVER mod from your mod folder and extract the base Hiver RAR to your mod folder. You can ignore or delete the Replacement Ships.rar file

v0.85a - Save Compatible from 0.85
   -Raised the break point of all Hiver ships to 60% for the smaller up to 90% for the larger to make them less recoverable
   -Raised the base cost of all Hiver assets by ~25% to make them more of a prize and more expensive to rebuild- TY vcuaoiwk for this and the above idea idea
   -A code update to fix a compatibility crash when using Linux - TY Phantasia for brining this to my attention   

v0.85 - 0.8 Save Compatible however most changes require a new sector generation and will only take effect on a new game
   -Tagged all Hiver ships to no longer be able to be spit out by the machine god during an Industrial Evolution sacrifice event - Big thanks to SirHartly for adding a tag to allow this - will take effect on the next Indi Evo update
   -Reviewed every major modded faction config and set Hivers to a higher percentage to be picked for colony evaluation - Best I can do to force them to be picked other than writing my own custom colony code (sadly way beyond my abilities)
   -Increased the distance Hiver fleets can travel to find a colony planet - Should cover the map
   -Installed Alpha Cores to run all Hiver Star Fortresses - Being a high tech civilization it is on brand plus it gives their planetary defense a little more teeth
   -Tweaked the Hiver planets to produce more fuel - Fuel was a limiting factor in their production of ships and fleets, this will hopefully increase their Invasion and Colony fleets in campaign mode
   -Increased the Hiver invasion chance a little to spur their growth
   -Increased the size of Hiver invasion and vengeance fleets - Makes them more of a threat
   -Added the tag that if the Hivers are used in Random mode they will get a bonus Orbital Works and Fuel production to give them a decent start in that mode 
   -Fixed an issue with the Zesketet background image causing a crash. - Essentially I changed the name of the sector but not the image - Ty to Omega_DarkPotato for the crash report

v0.8
   -Added Version Checker integration
   -Renamed Homehive to a Hiver name - Will only effect new games since SS only assigns system names at game creation
   -Hiver ships are no longer searchable in the codex - TY gentulf for this and the above suggestions
   -Added a Industrial Evolution black list making HIVER assets not available at the requisitions center industry
   -Added a Blacklist to exclude all Hiver ships, weapons and wings from SCY's Amity's Freeport discount trader
   -Added the ability for all Hiver missiles to be immune to Diable Avionics' Derecho ECM system - see below
   -Added the ability for all Hiver missiles to be immune to Arma Armatura's Karma hacking - I feel that Hiver weapons are too alien to be effected by these two mod's abilities
   -Changed Hiver relationship status to all from Hostile to Vengeful - enter their systems at your own risk!
   -Changed the ship system of the Queen to Targeting Feed  -More in line with the Queen being a back line command ship
   -Changed the ship system of the Calopteryx to Recall device - More in line with the Calopteryx being a highly mobile strike carrier  - TY to grinningsphinx for this and the above suggestions
   -Changed the weapon type of the Calopteryx from energy to synergy and added Expanded missile racks as a built in mod. Also reset the Standard refit to reflect these changes - Gives it more flexibility
   -Changed all ship weapon mounts from hidden to shown (Turret & Hardpoint). TY Namesarethings for brining this discord discussion to my attention and guiding my research into the topic
      Did this for three reasons:
      1) As hidden mounts they could not be disabled which made them a little too hard to overcome
      2) By converting some of the hidden mounts to hardpoints they gained the benefit of having lower recoil
      3) What self respecting cyborg wouldn't want to show off it's shiny?
   
v0.75
   -Added a blacklist for the Hivers that exempts the Hivers adjusting reputation if a player uses the Ruthless Sector mod
   -Added more AI tags to the faction ID that limit their chances of showing up on missions
   -Added all their weapons and ships to a blacklist preventing them from showing up at the Prism Freeport
   -Added HIVER to a faction blacklist preventing them from interacting with Varya Bounties
   -Configured all options for HIVER to flag false under the conditions for bar events when a player has the Starship Legends mod

v07a - quick hot fix - 0.7 save game compatible
   -Re-drew the boundaries on all Hiver hulls - Read a comment on discord that if player owned Hiver ships with hidden weapon mounts are equipped with non-Hiver weapons there is a small chance it may go out of bounds and cause a crash.

v0.7 Save Game Compatible - New game start needed for rep level changes see below
   -Lowered the starting and max possible relationship with Hivers to Vengeful - Essentially they hate you personally now and will do so to perpetuity - **This will only take effect on new game starts**
      Reason: Read a couple comments of players "working the system" and making them trade partners which is very op since their economy is very strong and not on brand
   -After some testing I decided to increase the dps of the Twin Blaster from 300 to 600 and energy per shot from 95 to 85 - it is essentially two medium pulse lasses (300 dmg and 40 energy) on a large mount
   -After some consultation with Histidine, I increased the range that Hivers will look for colony planets - This will help but overall it is a matter of how many faction mods installed that determines colony change %
   -Upgraded the Hornet's ground support to advanced groud support - ty to grinningsphinx for the suggestion
   -Increased the break probability of all the unarmored living ship variety of Hiver (Calopteryx, Crabby, Eyes, Moth, Prince, Snipper) to make them less recoverable
   -Removed the above list from the Industrial Evolution whitelist which disables them from being reverse engineered
   -Lowered the deployment points of the Emperor from 90 to 70 -It's dps was lowered by fixing the OP error on the Twin Blaster so it seems more balanced
   -Added a new torpedo weapon- grinningsphinx pointed out that the Hiver bomber was underpowered with the MIRV plus they lacked a torpedo so voila here it is!
   -Replaced the MIRV with the new torpedo on the Gnawler bomber drone and reduced the wing count from 2 to 1
   -Increased the EMP damage on the two plasma weapons - 100 to 125 and 200 to 250 respectively
   -Swapped out missile mounts on some of the ship variants with the new torpedo mount
   -Renamed all Hiver weapons and added custom description as wrote by grinningsphinx - At this point thank you just does not seem enough for all his efforts for this mod but TY just the same :)   
   
v0.6
   -Changed the faction colony behavior based on feedback. They will now look for standard colony planets instead of industrial and I increased their chance to send a fleet from 1 to 1.5 -let me know if you see a difference
   -After reading numerous discord comments about the Twin Blaster being overpowered, I looked over the code and realized I made a typo and fixed it
      The charge up and charge down were set to 0.05 instead of 0.5. I intended it to be 300 dps not 3000, my bad
   -Changed the graphics of the two beetle ships adapting Protonus's designs after receiving a private messages that they were too disturbing and reading discord comments that they were too different from the other ships
      FYI: the Emperor is also a Prontus adaptation so he's not so lonely now :)
   -The Cleridae has been redesigned from a frigate to a destroyer and to not only be a tug for the Hivers but also a good small pd ship which they lacked and is now armed with 7 pd mounts and 1 small missile
   -Added 2 small hard point missile mounts to the Scarab giving it a bit more teeth
   -Replaced the graphics of the two beetle ships with the new ones on the picture posed in the OP
   -Fixed some code and naming left over from when the Hivers were part of my JYD mod
   -Took a posted suggestion from Tipnick on my JYD mod and going forward the mod tab and RAR updates will have version numbers
   -Added text descriptions to all the Hiver weapons, ships and drones. Not my best work but I banged it out this morning for this patch, I'll probably update them later - Feel free to give me suggestions!
      At least there is no more lazy boilerplate "Very little is known about Hiver ships. They are bio-cybernetic in nature featuring high tech weapons and living heavy armor." :)
   
v0.55 oopise edition
   -Quick hotfix:
      Essentially I accidentally assigned JYD SRM missiles instead of HIVER MIRV missiles on the new Scorpifly drone (fixed) and it you do not have JYD installed it would kick a fit - ty Futanagatari!   
v0.5
   -Added a new heavy drone - the Scorpifly is a heavily armored drone equipped with 2 MIRV missile launchers, 1 Spitter and 1 Twin PD - TY grinningsphinx for the collaboration and great name!
   -Added a new large Drone Tender - the Lucanidae is heavily armed and comes pre equipped with 6 drones including 2 of the new Scorpifly Heavy Drone - you have been warned
   -Fixed the AI tags for the HIVER wings, they should fight more intelligently now
   -Added 2 new ships that fill in missing utility ships for people who play as HIVERS:
      small tanker - the Viridula  - I'm pretty happy with the kitbash, hope you like it
      small combat freighter - the Silverfish - a beefier analogue of the hound but high tech with weak shields
   -Increased the fuel capacity of the Swimmer to 1400 and designated it as a medium/large tanker
   -Increased the range of the Spitter from 750 to 800
   -Added a Cryosanctum to Chozanti to supply Harvested Organs to the Hivers
   -Removed Harvested Organs from illegal wares and added Hand Weapons - They do not have hands after all :)
   -Increased the % that the Biological Hull hull Mod kicks in from 50% to 75% - Ty grinningsphinx for that last minute callout
   -Added the Biological Hull hull mod to all HIVER fighters and drones - sort of of an oversight I fixed when I was tinkering with it
   -Added images of the three new ships and the new heavy drone to the op link

V0.45
   -Reworked the HIVER economy to be less cheatery by limiting industries to standard and adding an additional settled planet to each system to compensate - TY MapleDaddy__ TTV for the suggestion.
   -Added new patrol fleets to each HIVER system to cover some blind spots
   -Added a mine laying system to the Beetle - Ty grinningsphinx for the idea to add Hive mines :)
   -Added an emp system to the Snipper making it a more effective pd ship
   -Adjusted the Queen's standard variant to use all its OP
   -Reworked the ship systems of several ships. They can now do more than microburn and high energy focus. TY grinningsphinx for the suggestion
   -Changed the Crabby to a Phase Destroyer
   -Changed the Eyes to a Phase Cruiser - It's eyes now glow in the dark oOoOoOooo spooky!
   -Changed the weapons on the Katydid to be more in line with Hiver high tech
   -Added a new troop transport ship the Hornet - TY grinningsphinx again for the suggestion, hope you like it I'm pretty happy with the kitbash
   -Added a new Tug utility ship the Cleridae
   -Added images of the Hornet and Cleridae to the op link (bottom) - The two beetles are holding hands how cute :)

v0.4
   -Fixed a typo with the long range blaster. Now uses 175 flux per shot - TY grinningsphinx for pointing out that OP mistake :)
   -Added a new Heavy Cruiser, the Princess. Heavy armor and hull with 2 small missiles as well as 5 medium and 3 small energy mounts
   -Added image of the princess to the op link (bottom)
   
v0.35
   -Made changes and tested to ensure compatibility with the latest version of Starsector
   -Fixed an error in the starting blueprints graphics when you flag them as playable
   -Added 16 Hiver player portraits that the player can enable if they choose to make them playable - see forum OP for instructions
   -Added two Hiver specific interaction images for their planets
   -Each Hiver planet now has a market that will only sell Hiver ships
   -Hiver Military markets sell Hiver weapons as well as other Corvus energy and missile weapons
   -Added detailed instructions on how to make them playable to the forum page
   -Hiver ships will now remain in dark running even if you are commissioned with them
   -Lowered the price of the Chrysopidae and changed the class from destroyer to heavy frigate
   -Increased the size of the Crabby and Deathfly to be more in line with other destroyer hulls

v0.3
   -Added 5 new Hiver specific BP packages that can be found when looting any area a BP pack can be found, for example a research station
   -Added the new BP packs as start items if you enable the mod to be playable
   -Added some functionality code to the Hiver wing AI
   -Fixed a mistake with the Scarab being accidentally flagged as a JYD ship
   -Ran a spell check on every text file and fixed several errors in spelling/grammar

v0.25
   -All Hiver weapons and Ships are now blacklisted for the Prism Freeport and will not show up for sale
   -Disabled the Hiver blueprint package so it should now not show up as loot. - may cause a crash if you have it in your inventory
   
v0.2 New Game Required
   -Added new hull - Scarab - Medium Freighter
   -Greatly increased the credit value of Hiver weapons as a reward for salvaging them (assuming you do not use them)
   -Reworked initial Hiver system to be more self sufficient
   -Added a secondary Hiver system for inter faction trade
   -Increased patrols in both Hiver systems
   -Set Player relations to Inhospitable (just a little above hostile) - you can visit their systems and view their assets but one wrong move....

v0.1
   - Initial release for review, testing and constructive criticism.
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Title: Re: [0.95a] Hiver Swarm - V0.1 - test and evaluation version 11/14/21
Post by: 6chad.noirlee9 on November 15, 2021, 07:12:05 AM
Great idea making a mid game threat that could scale to being late game threat via conquering of systems.
I would advise making the "clearly a giant insect" ships impossible to recover, and perhaps kitbashing some of them into pirate ships, and maybe a high tech version or two.
Just my thoughts.
Title: Re: [0.95a] Hiver Swarm - V0.1 - test and evaluation version 11/14/21
Post by: Dazs on November 15, 2021, 07:30:21 AM
Thanks 6chad, always nice to get your feedback. All the ships in this mod are high tech, if you capture one you can install beams and the like. I just went with custom pulse energy and plasma weapons for lore and flavor. The largest ones, Emperor, Beetle and Queen all have a decent shatter chance and due to their deployment costs they would be rare sightings and probably never in the same fleet. That should curtail hunting down a fleet of them but I am reluctant to disable their recovery entirely so as to appeal to as many players as I can. You can always decide not to recover but I do get your meaning.

As to kitbashing them into pirate ships that would be tricky and stay within the Hiver lore. Ok getting nerdy now feel free to TLDR Yeet out:

Wars are common among Hivers and the Hiver military impulse is generally driven by population pressure or the urge for supremacy. Because each Hiver princess can produce countless offspring per year, the population of Hivers in any one place can spike very quickly leading to intense competition for space and resources. A hive under pressure has limited options: either they can flee, cull their own population or eliminate the competition.

I envision this faction of hivers as one of those offshoots that fled a larger swarm and established a new home for themselves in Corvus. In SWOTS he fastest a Hiver fleet can ever go is 0.99C, or 99% of the speed of light. Any fleet could see them coming so Hivers cannot perform pirate actions, and in fact will never unlock Commerce Raiding (the SWOTS version of pirates). OK I know those limitations are from another game but I do my best to establish a lore in my mods and keep it consistent.
Title: Re: [0.95a] Hiver Swarm - V0.1 - test and evaluation version 11/14/21
Post by: Deageon on November 15, 2021, 07:38:42 PM
I'm gonna throw this on in my next playthrough and see how it feels to encounter these guys, but do they operate like remnants in that they have certain outskirt systems marked with beacons to tell players where the danger is? Also, perhaps they could drop loot and such to help reward players, not /too/ much but y'know, profit motivates.
Title: Re: [0.95a] Hiver Swarm - V0.1 - test and evaluation version 11/14/21
Post by: Dazs on November 16, 2021, 03:39:08 AM
They are not as prevalent as Remnant but they are aggressive and will attack on sight. I have them currently set up in one system on the edge of the map but I have not added a beacon because there is a note not to add any assets to the storm as it slows down the game. Essentially they are set up to behave like a faction, they will defend their system, send out scouting fleets, look for systems to colonize and eventually send a colony fleet to do so. I excluded them showing up on the Intel tab but their system is named and on the sector map. You could find them by opening up the map and looking though all the stars for a new one but I would not suggest going after them until you have a good fleet. They are meant to be a mid level challenge but do not wait too long because as time passes they will expand.

As to special loot, currently their ships are pretty OP and they have custom weapons/wings that could be useful. Remnant have the advantage of dropping cores that are useful in many ways but the main difference is the Hivers only have the one system unlike Remnant that are everywhere on the edges and farmable. Adding a custom asset or commodity that only the Hivers have as an additional reward would have to be carefully thought out. I will give it some thought because I do want this to be a rewarding experience and any suggestions knowing those limitations would be welcome.
Title: Re: [0.95a] Hiver Swarm - V0.1 - test and evaluation version 11/14/21
Post by: Arthur_The_Ok on November 17, 2021, 06:06:40 AM
About the custom asset/comodity: since they're so difficult to kill, killing them would grant the player swarmer heads and/or living ship parts, that could be traded for credits or reputation with other faction
Title: Re: [0.95a] Hiver Swarm - V0.1 - test and evaluation version 11/14/21
Post by: Dazs on November 17, 2021, 07:09:32 AM
I can see your point as well as Deageon's . At this stage I am unaware of how to enact that but that hasn't stopped me from releasing three mods now from a start point of ignorance lol. I just polished up JYD and pretty sure Ore Refinery is at the stage of completion so I'll do a deep dive and see how I can improve this mod. It may not be this (at least at first) but I'm sure I'll come up with something. :)

As always, thank you for the inspiration!
Title: Re: [0.95a] Hiver Swarm - V0.1 - test and evaluation version 11/14/21
Post by: 6chad.noirlee9 on November 17, 2021, 07:49:51 AM
I'm sure you know but in case you dont there is a misc modding questions thread that is active that alex also reads and responds.  The discord folks are also known to be spectacular in regards to helping people solve problems.
Title: Re: [0.95a] Hiver Swarm - V0.1 - test and evaluation version 11/14/21
Post by: Dazs on November 17, 2021, 01:45:51 PM
Yes I do use the unofficial discord at times and I use all the resources on the forums. I tank you for the tips however.

@everyone - I am sorry to say I cannot recommend you expect this mod to be working as intended at this stage of development. As I was implementing 6chad.noirlee9's suggestion about adding custom commodity drops (which I think I have done) I went after the hivers and was dismayed that their system was in decline. All the assets were there but the fleets were pathetic. I made myself friendly and looked at their worlds and they lack several commodities they need in order to grow. What I hadn't considered when making them hostile to all is that they have no opportunity for trade and growth.

I will keep the mod up in its current state but I will be posting a warning on the OP and working on making this what I envisioned
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: Dazs on November 19, 2021, 09:10:44 AM
v0.2 released - New game required for all changes to take effect - See changelog on OP or game files for details.

@Arthur_The_Ok -  I had made some progress on your suggestion for custom drops but in the process of testing it, I had to stop. I had relied on testing the mod before release mainly while I was commissioned with them and had not realized they were extremely hobbled once I made them hostile to all. So long story short, I had to remove the code I put in for the custom drops and totally rework their economy. As a consolation prize, I greatly increased the value of their weapons so if you are a ballistic user and do not have much use for energy weapons, you can at least benefit credits wise.  Not saying I won't follow up with the suggestion at some point because it is a good one and I would like to take a crack at it but whoah, creating a workable inter-faction economy more work than I knew. :)

Mad props to Alex for making this game work as well as it does!

Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: Dazs on November 19, 2021, 09:20:47 AM
Also, To all:

I added some tactics / hints to the OP if anyone is having difficulty with them. I tested attacking them with quite a powerful fleet and it was some of the most challenging combat and came away bloody. I wouldn't suggest going after their ships or systems until you are established and can afford to loose some capital ships.

I set them to inhospitable to the player so you can scout their systems but not trade with them. I have their faction capped so you cannot increase your reputation with them. You want their sweet stuff, you gotta pay to play :)

Have fun, and let me know what you think. This is still a test release (now a working one) and I am always open to suggestions.
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: 6chad.noirlee9 on November 19, 2021, 07:14:04 PM
A shame about the hiccups but this mod is quite promising and I'm excited to give a go at annihilating the xenos scum
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: Arthur_The_Ok on November 20, 2021, 01:41:57 PM
I should've asked this a long time ago, but does the mod work with Nexerelin's random core worlds function?
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: Dazs on November 21, 2021, 04:44:21 AM
What a great question, I had not considered testing that. Soooo the answer is um, sort of.

Did a round of testing and here's the results:


Now although there is the bare bones in the mod to make them playable, I did not envisions them in that role. However, although I do not play random core I am sure others do so below is the steps to make them playable and to enable them to show on the Intel tab. - Spoiler tags for those that do not want that knowledge:

Spoiler
First off, use Notepad++ or a java complier. If you make changes with standard notepad or some other editor it may mess with the Java code. From the Hiver mod tab in you mods folder go to Hiver Swarm\data\config\exerelinfactionConfig\HIVER.json and open it with your editor. Super simple, I made the first line of the code as the playable flag so set "playableFaction":false, to true, and save.

Now to set the intel tab: Go to Hiver Swarm\data\world\factions\HIVER.faction and open it with your editor on line 14 you will see "showInIntelTab":false,  change the false, to true, and save the file.
[close]


Congratulations! If you make those changes, you can now be a Hiver (sadly you will have to use a standard portrait as I have the custom Hiver portraits set for Hivers only) or play against them. This works on standard core worlds too. However, I would not recommend it in random mode as they do not have the advantages of the curated systems I designed to give them a booming economy and thus large fleets. This would make them easier pickings as pretty much every faction hates them and will eventually wipe them out. But to each their own just know you void the warranty by doing so :)
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: Arthur_The_Ok on November 21, 2021, 05:32:59 AM
Another thing: is Prism Freeport supposed to sell Hiver weapons? I have a screenshot of Hiver weapons on the High End Market, but I don't know how to put it here
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: 6chad.noirlee9 on November 21, 2021, 05:42:25 AM
I think your file was over the limit

Btw I almost always play random sector because that allows derelict empire, but I play that with random faction weights as well which really can make some interesting sectors.  Perhaps you could at some point make a custom scenario?  If you feel like it.

A core worlds in this corner of map, hiver in that, and derelict remnant in the other would be cool.  Good for 4x challenge.
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: Dazs on November 21, 2021, 11:40:57 AM
Perhaps you could at some point make a custom scenario?  If you feel like it. A core worlds in this corner of map, hiver in that, and derelict remnant in the other would be cool.  Good for 4x challenge.
I haven't attempted to mod the scenario part of the game as yet. I am finishing up a new release of JYD, maybe I'll tackle that next either here or there.
I think your file was over the limit
Can you explain what you mean by that?
Another thing: is Prism Freeport supposed to sell Hiver weapons? I have a screenshot of Hiver weapons on the High End Market, but I don't know how to put it here
That is news to me, I have them set to a faction specific blueprint that only The Hiver faction has access to. Idk maybe Prism reads all the faction blueprints in the players mod folder and pulls them for it's own use. Just a guess I haven't visited the free port in some time.
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: Arthur_The_Ok on November 21, 2021, 12:06:33 PM
I have them set to a faction specific blueprint that only The Hiver faction has access to.
Speaking of blueprints; I found a Hiver Blueprint Package when I was salvaging a research station. Is that intended to happen
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: Dazs on November 21, 2021, 12:24:31 PM
Hmm maybe part of the research station code is to pull all the bp's currently in the game regardless of where they came from. Like I stated regarding the Prism Freeport issue, I flagged all their assets to be Hiver only. If that is the case with either or both, I am a little concerned because I envisioned their Hiver specific assets to be a reward earned for fighting them. But lore wise I can see the Corvus factions interested in Hiver blueprints and reverse engineering them.

I'll look over the code for both and see why they are pulling assets from the Hiver mod and get back to you.
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: 6chad.noirlee9 on November 21, 2021, 02:11:08 PM
The comment I was referring to was deleted.
Title: Re: [0.95a] Hiver Swarm - V0.25 - test and evaluation version 11/21/21
Post by: Dazs on November 21, 2021, 05:18:54 PM
v0.25 released today - Hiver ships and weapons are backlisted for Prism Freeport and their Blueprint package has been disabled.

The comment I was referring to was deleted.
Ah ok, phew, I thought I had the mod squared away :)

Speaking of blueprints; I found a Hiver Blueprint Package when I was salvaging a research station. Is that intended to happen
I was able to disable the Hiver blueprint package, just make sure you do not have one in your inventory before upgrading to 0.25 or you most likely will crash. Should not be an issue if you learned it since the blueprints themselves are still active, just the package was disabled. However, the more I thought about it, I like the idea that Hoomans and AI are frantically researching Hiver technology to maintain parity so I may make mini packages in the future.
Title: Re: [0.95a] Hiver Swarm - V0.2 - test and evaluation version 11/19/21
Post by: 6chad.noirlee9 on November 21, 2021, 05:27:03 PM
The comment I was referring to was deleted.
Posted twice, my apologies.
Title: Re: [0.95a] Hiver Swarm - V0.25 - test and evaluation version 11/21/21
Post by: Dazs on November 21, 2021, 05:40:45 PM
Not a problem, I truly appreciate the beta testing you and others are doing. It really points out the blind spots I have not considered and makes the mod overall better for all.
Title: Re: [0.95a] Hiver Swarm - V0.25 - test and evaluation version 11/21/21
Post by: Arthur_The_Ok on November 25, 2021, 05:52:08 AM
Game crashed when I tried to access the "Planet picker" with the mod enabled.
Title: Re: [0.95a] Hiver Swarm - V0.25 - test and evaluation version 11/21/21
Post by: 6chad.noirlee9 on November 25, 2021, 08:33:17 AM
Just tried fighting the 90 dp ship in simulator and it definitely deserves that rating
Title: Re: [0.95a] Hiver Swarm - V0.25 - test and evaluation version 11/21/21
Post by: Titann on November 25, 2021, 12:23:58 PM
i was waiting a mod like this lol. Do you have any plans to make them Crisis event like in Stellaris? Like first they show up with small ships but more powerful ships appear as time goes on so they start attacking core worlds, capture systems, maybe factions also become allied with eachother to counter the hiver swarm. Even a buildable special super ship to make fighting easier with hiver swarm? (with a hullmod that increases its stats against hiver ships so it doesnt become op against everything)

Good stuff though i love it.
Title: Re: [0.95a] Hiver Swarm - V0.25 - test and evaluation version 11/21/21
Post by: Dazs on November 25, 2021, 01:03:45 PM
Game crashed when I tried to access the "Planet picker" with the mod enabled.

I am unsure what a "Planet picker" is that you are referring to. A bit of clarity and I'll look into it!

Just tried fighting the 90 dp ship in simulator and it definitely deserves that rating

OH yea it is a beast for sure, glad you enjoyed the fight!

i was waiting a mod like this lol. Do you have any plans to make them Crisis event like in Stellaris? Like first they show up with small ships but more powerful ships appear as time goes on so they start attacking core worlds, capture systems, maybe factions also become allied with eachother to counter the hiver swarm. Even a buildable special super ship to make fighting easier with hiver swarm? (with a hullmod that increases its stats against hiver ships so it doesnt become op against everything)

Good stuff though i love it.

Nice, always great to hear nice things so glad you are enjoying it!

Well the mechanics of such an event like in Stellaris aren't exactly in Starsector at this point. I do have them set to start off with two systems in deep space that will send out scouting fleets and eventually colonize other systems if they find a suitable one. I tailored their systems to be economic powerhouses so they have a head start over other factions colony fleets. As to an anti-hiver specific hullmod I am honestly not sure if that can be a thing but I am intrigued with the idea and will look into it once I have the next round of fixes published for JYD.
Title: Re: [0.95a] Hiver Swarm - V0.25 - test and evaluation version 11/21/21
Post by: Arthur_The_Ok on November 25, 2021, 02:01:08 PM
Game crashed when I tried to access the "Planet picker" with the mod enabled.

I am unsure what a "Planet picker" is that you are referring to. A bit of clarity and I'll look into it!
In Nexerelin, you have the option to start with your own planet and faction. When starting with your own faction, the "Planet picker" will let you add stuff in your planet, like heavy industry, military base, volatiles, rare ores, metal ores, farming terrain, population boost, etc. It also lets you pick blueprint packages, like low tech, high tech and midline blueprint packages and packages from playable factions. I think it crahsed because it couldn't find the Hiver blueprint package.
Title: Re: [0.95a] Hiver Swarm - V0.25 - test and evaluation version 11/21/21
Post by: Dazs on November 25, 2021, 04:10:53 PM
Ah well that is because in the last update I removed the Hiver BP package as it was dropping from research stations and tech caches. I do plan to divide it up into a few BP packs and re-enable the packages in the next update but for now it is disabled because I though it very OP to get all the Hiver blueprints in one drop.
Title: Re: [0.95a] Hiver Swarm - V0.3 - test and evaluation version 12/03/21
Post by: Dazs on December 03, 2021, 05:42:00 AM
v0.3 released today - see Changelog on OP or game file for details

@Arthur_The_Ok - part of this update adds 5 new Hiver specific BP packs which should solve your issue. They are dived by ship size (small, medium, large), weapons and wings. Please let me know if that addresses your concern.

@All - This update fixes the remaining minor issues that I am aware of. I ask anyone who is using the mod for any feedback they feel would make the mod more enjoyable. I will leave the mod in the "test" version for a few days but please let me know if you have any ideas for the faction or comments on the existing assets before I release it on the main mod forums.

Enjoy!
Title: Re: [0.95a] Hiver Swarm - V0.3 -release version 12/08/21
Post by: Dazs on December 08, 2021, 05:13:46 PM
Ready for release version - Enjoy!
Title: Re: [0.95a] Hiver Swarm - V0.3 -release version 12/08/21
Post by: eidolad on December 09, 2021, 08:10:58 PM
Makes me wanna play Bastard Sword of the Stars mod! 

I really like the "mid-game" intent for this mod...it's almost as a "dynamic player vs. environment" sort of addition to the sector!

Will def be in my next playthrough.
Title: Re: [0.95a] Hiver Swarm - V0.3 -release version 12/08/21
Post by: Dazs on December 10, 2021, 04:58:57 AM
BSOTS is the best way to play - Good to see a fan, enjoy!
Title: Re: [0.95a] Hiver Swarm - V0.3 -release version 12/08/21
Post by: Cirind on December 10, 2021, 08:13:16 AM
I see hivers from Sword of The Stars I instantly Like.
Title: Re: [0.95a] Hiver Swarm - V0.3 -release version 12/08/21
Post by: Dazs on December 10, 2021, 09:56:27 AM
Nice to hear, I hope you enjoy my poor interpretation here heh
Title: Re: [0.95.1a] Hiver Swarm - V0.35 -release version 12/13/21
Post by: Dazs on December 13, 2021, 02:56:55 PM
v0.35 released today - Save game compatible but some changes require a new game start - see changelog on OP or game files for details

I also added detailed instructions on how to make the faction playable on the forum OP

Enjoy!
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Light of Other Days on December 13, 2021, 07:49:12 PM
Starting a new playthrough and giving this a shot. While I love my space dolphins first and foremost, shooting the hell out of Hivers is always very satisfying.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Dazs on December 13, 2021, 08:07:36 PM
lol indeed!
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: LinWasTaken on December 16, 2021, 10:47:32 AM
this mod is by far the one im most exited to see getting updated.
i get a rush of dopamine whenever i see patch notes for it.
this mod has the potential to become a game changer. where as you normally just slowly build up your wealth and fleet over time. with this mod you have a ticking timebomb. the longer you take making your fleet, the stronger the Hyver Swarm becomes.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Dazs on December 16, 2021, 01:01:32 PM
That is so nice to hear. I wasn't sure what the reception would be when I mashed it together and it is so gratifyingly to hear other players enjoy the content. My current progress, a sneak peek if you will, is to add more Hiver graphics but I am not sure how to change the bar interactions and such. I am also working on Hiver specific stations but again, having an issue figuring that one out. At this stage that is just high concept so no promises :)

As always if you or anyone else has an idea or comment about the mod, I am open to suggestions.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Arthur_The_Ok on December 16, 2021, 03:59:03 PM
Starting a new playthrough and giving this a shot. While I love my space dolphins first and foremost, shooting the hell out of Hivers is always very satisfying.
"Space Dolphins"? Could you elaborate?
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Dazs on December 16, 2021, 04:13:14 PM
He is referring to the Liir which are a race of psionically gifted aquatic mammals in sword of the stars. They resemble Terran dolphins when younger then increasingly large whales afterwards.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Avery on December 17, 2021, 05:50:34 PM
dreamed of a mod like this for a while can't believe someone actually did it, thank you so much!
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Dazs on December 17, 2021, 07:28:48 PM
Always nice to hear good things about the mod, thank you for the kind words.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: envenger on December 24, 2021, 02:53:55 PM
Great idea for the mod, i always wanted something like this. They can work as an endgame crisis or a mid level threat.

Regarding the design of the ships, i have some fixed thoughts. The ships that resemble bugs but that are not actual bugs look great. But the ship that look exactly like bugs break immersion for me.
Like i can imagine a hive making bug like ships floating space arround but like bugs actually being the size of ship and looking like beetle doesn't fit.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: 6chad.noirlee9 on December 24, 2021, 03:15:06 PM
Do you plan on making a version of this compatible with random sector?
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Dazs on December 24, 2021, 05:21:39 PM
Great idea for the mod, i always wanted something like this. They can work as an endgame crisis or a mid level threat.

Regarding the design of the ships, i have some fixed thoughts. The ships that resemble bugs but that are not actual bugs look great. But the ship that look exactly like bugs break immersion for me.
Like i can imagine a hive making bug like ships floating space arround but like bugs actually being the size of ship and looking like beetle doesn't fit.

I am glad you like it! I tried to stay within the balance of how Hivers in sword of the stars designed their ships with the fact that my pixel art skills are subpar :) The mix of pure organic and cyborg plated hulls is in line with their lore, an evolutionary progression if you will. I also wanted to cement the idea of "the other" in players minds. However, I do think they could use some touching up and as I get better at editing, I will try to kitbash some armor on the pure organics.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Dazs on December 24, 2021, 06:12:49 PM
Do you plan on making a version of this compatible with random sector?

Heya 6chad always good to hear from you. The game will only include playable factions in random sector mode so I added instructions on how to make them a playable race on the front page. To make them compatible with random sector, follow the instructions to flag them as playable, the intel and portrait instructions aren't needed unless you plan to play as them.

Enjoy!
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: MapleDaddy__ TTV on January 02, 2022, 06:13:25 PM
So, I've been playing on stream with this mod, and I noticed something, do they have Nex things even? they aren't attacking me, and I just invaded and took over all of Kiztac without any resistance, or them sending vengeance fleets and/or counter invasions in response to me taking these worlds.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: MapleDaddy__ TTV on January 02, 2022, 06:15:48 PM
I also need to add, when I took Tototchic over, only modifying the upper end of max industries, it was over the cap of 4 for it's current value when I took it over, so you may want to look into it if it was something you overlooked.
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Dazs on January 03, 2022, 04:33:38 AM
So, I've been playing on stream with this mod, and I noticed something, do they have Nex things even? they aren't attacking me, and I just invaded and took over all of Kiztac without any resistance, or them sending vengeance fleets and/or counter invasions in response to me taking these worlds.
They are set to be just above hostile so you can fly around and scout. However, In my experience, once you attack one of their fleets they turn hostile and will chase you down in their sectors. I am unsure what you mean by NEX "things". As to vengeance fleets, etc: If you took over their major planets then you have effectively gutted their economy and have greatly reduced their income to afford fleets.

I also need to add, when I took Tototchic over, only modifying the upper end of max industries, it was over the cap of 4 for it's current value when I took it over, so you may want to look into it if it was something you overlooked.
As to the planet caps, yes that is an intended cheat for them to balance out that they are all the way out in Narnia and have no one to trade with due to their hostile nature. If I had not done that then I would have to add several more planets to cover all the industries and that gave them way too many fleets. I intended them to be a mid lvl threat which I felt was lacking in the game which is why they are so far away and only two systems. They needed to be tough and able to replenish their losses but still manageable.

It seems to me you have effectively overcome their threat, good job! There are bigger bads out there go get em champ!
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: grinningsphinx on January 11, 2022, 01:48:11 PM
Is the long range blaster supposed to be 800 damage for 75 flux?=P
Title: Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
Post by: Dazs on January 11, 2022, 04:32:05 PM
Oo good catch, that should be 175. Thanks for noticing the typo, I'll change it for the next update.
Title: Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
Post by: Dazs on January 11, 2022, 06:44:21 PM
0.4 released today. Fixed an issue mentioned above and added a new heavy cruiser, the princess. Updated the ship picture on the op to include the new ship, as a side note I see that over 30k people peeked at the previous picture :)
Title: Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
Post by: grinningsphinx on January 13, 2022, 07:07:30 PM
Not too much synergy between the ships, nor evidence of any kind of hive mind type ships.(Yukikaze etc) Are you planning on expanding the ship systems to match ship roles? 
Title: Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
Post by: Dazs on January 14, 2022, 04:45:58 AM
I always appreciate feedback but I am unsure specifically what you are asking. As to synergy, the smaller ships do synch up in their hit and run tactics which I though meshes well with their ability to repair their hulls while the heavier ships block for them. I did my best to balance the Hivers as a threat to mid level fleets but not too overpowered for end game fleets with max lvl officers and high end ships. Essentially I envisioned them to be a stepping stone between pirates and ordo fleets.

I would appreciate any clarity and input and am always looking for ways to improve all three of my mods. Thank you for taking the time and I look forward to any response.
Title: Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
Post by: grinningsphinx on January 14, 2022, 09:49:13 AM
Sure thing boss.

To me, theres nothing about these ships that says "this is a hive mind", its all just rather generic.  The systems they have while okay in practice, leave a lot of holes in the line up.

For instance, youre missing anything with a ground support package, nor do any ships have any fast missile racks or missile forges. Nothing has any kind of maneuverability system and i believe its lacking in phase ships.  The fighters are fairly generic with lots of holes in them as well. Perhaps ive not seen them yet, but there doesnt seem to be any other faction specific mod other then Biological Hull. High energy focus a bit overused. Perhaps borrow some of the code for the acid weaponry(with permission of course) and make some unique effects on some weapons. Maybe some energy weapons with limited tracking, thats pretty rare and enough to be unique. Combine the multi-part munitions from Arkgniesis and you could probably make curving beams!  Maybe some hive mines(heh), that instead of exploding with damage create fighter craft. Maybe take advantage of the state based ship specials that have been appearing? Dunno, just throwing ideas out there. Havent seen there home system yet, do they utilize special stations and defenses?


As a first pass its pretty cool, good adaptations on the sprites etc. Some of the ships look really cool like the Beetle and the big carrier dragonfly thing is useful. Tartiflette could probably give some insight on how to do fluttering wings etc and the Kingdom of terra has segmented ships, which would be really cool on the long worm like things.


Title: Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
Post by: Dazs on January 14, 2022, 10:37:45 AM
Hmm ok that is a lot to digest. I do see your point though, I did use high energy focus on many of the ships and I will go over their layouts and specialize them better. You make a good point about ground support. In my games they seem to go after the luddics with a vengeance but it takes them a bit to take over the planets so I will add a specialized troop transport at your suggestion. As to phase ships well tbh that is sort of my prejudice, I just do not like them or use them in my games. You do make a good point there that I am trying to make this a fun mod for anyone and I could maybe convert some of the current ships to phase, or maybe add a couple.

I do like the play on words with hive mines lol. I do know there are mods that have mines, I would have to do some research to make my own but I like that. By fighters are you referring to their drones: allsup, flyter, gnawler and katydid and if so what holes?

As to making unique effects and special spiriting well that may be beyond my talents. I am no artist and the visuals I use in all my mods are  from other modders who kindly posted their leftovers on spiral arms, I just recolored and or kitbashed them.

I am currently in the process of reworking their economy as suggested by MapleDaddy__ TTV so if you could flesh out your suggestions a wee but more I will work on your ideas next.
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: Dazs on January 14, 2022, 10:43:13 PM
V0.45 out today  - See changelog either on the OP or in the RAR for details

@MapleDaddy__ TTV - Took your suggestions and reworked the economy to be less cheatery, hope it is inline with your thoughts.

@grinningsphinx - Incorporated some of your suggestions in this release, your thoughts would be appreciated.
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: Dazs on January 15, 2022, 05:50:37 AM
Ah sorry I posted the update late last night, forgot to mention that some of the changes require a new game to take effect. Enjoy!
Title: Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
Post by: grinningsphinx on January 15, 2022, 09:22:56 AM
Hmm ok that is a lot to digest. I do see your point though, I did use high energy focus on many of the ships and I will go over their layouts and specialize them better. You make a good point about ground support. In my games they seem to go after the luddics with a vengeance but it takes them a bit to take over the planets so I will add a specialized troop transport at your suggestion. As to phase ships well tbh that is sort of my prejudice, I just do not like them or use them in my games. You do make a good point there that I am trying to make this a fun mod for anyone and I could maybe convert some of the current ships to phase, or maybe add a couple.

I do like the play on words with hive mines lol. I do know there are mods that have mines, I would have to do some research to make my own but I like that. By fighters are you referring to their drones: allsup, flyter, gnawler and katydid and if so what holes?

As to making unique effects and special spiriting well that may be beyond my talents. I am no artist and the visuals I use in all my mods are  from other modders who kindly posted their leftovers on spiral arms, I just recolored and or kitbashed them.

I am currently in the process of reworking their economy as suggested by MapleDaddy__ TTV so if you could flesh out your suggestions a wee but more I will work on your ideas next.


Aye, ground support maybe even advanced ground support, because this faction is basically hostile to everyone so they wont be getting any helping hands in invasions lol.  The issue with the fighters is that their heaviest fighter is an 8 point bomber, that really doesnt do its job armed with a single MIRV system:).  Some heavier fighter craft would be appreciated and maybe 2 gunship level stuff. Even with six wings of them they still struggle because the MIRV is such a small system to begin with. Maybe some work with fighter systems?

The econ rework is great!
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: Dazs on January 15, 2022, 10:54:19 AM
Well I did look over my fighters and realized the Katydid was underpowered so I changed the weapons and increased the flux so it could maintain it's shield AND fire weapons. They really do not have a dedicated drone carrier so I could think about that. As to beefing up their fighter lineup, I do have a low tech advanced drone, practically a mini-frigate, in my other mod JYD so I could do something similar but high tech. Tell you what, I'll design one and you come up with a insect related name to call it. Deal?
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: grinningsphinx on January 15, 2022, 01:12:58 PM
Well I did look over my fighters and realized the Katydid was underpowered so I changed the weapons and increased the flux so it could maintain it's shield AND fire weapons. They really do not have a dedicated drone carrier so I could think about that. As to beefing up their fighter lineup, I do have a low tech advanced drone, practically a mini-frigate, in my other mod JYD so I could do something similar but high tech. Tell you what, I'll design one and you come up with a insect related name to call it. Deal?

No problem:)
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: Dazs on January 15, 2022, 04:48:45 PM
I had this guy laying around in my unused asset folder. I touched him up and resized it to just under a frigate. May still be a bit too big but the smaller I go the worse the rez gets. So, not the best resolution but I thing he'll do. I am thinking a mix of a Spitter and a Mirv and maybe a Twin PD but that may be too much (hidden of course) with no shield but a tough hull and armor. Thoughts?

(https://i.imgur.com/SxANtCa.png)

He's an art asset from spiral arms so all credit goes to Tecris, the spriter who made the little guy. :)
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: grinningsphinx on January 15, 2022, 06:13:22 PM
I had this guy laying around in my unused asset folder. I touched him up and resized it to just under a frigate. May still be a bit too big but the smaller I go the worse the rez gets. So, not the best resolution but I thing he'll do. I am thinking a mix of a Spitter and a Mirv and maybe a Twin PD but that may be too much (hidden of course) with no shield but a tough hull and armor. Thoughts?

(https://i.imgur.com/SxANtCa.png)

He's an art asset from spiral arms so all credit goes to Tecris, the spriter who made the little guy. :)

Scorpifly looks good. Best not to go to small, because i can barely see the gnawler etc as is lol. Possible to get biological hull as fighter systems? Not really sure how much itll help them out since fighters usually just get blasted on the opening pass, but cant hurt.  Stuff at 10-20 OP generally have 2 to 3 weapons, 1 system and usually some kinda hull mod.  Past 20 and its usually some kind of specialized thing with low fighters per wing.
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: Dazs on January 15, 2022, 06:46:46 PM
Well I was thinking a solo flight wing. I'll go with all three weapons and stick in that 10-20 OP range you suggest depending on how buff it is. As to size, I generally struggle with that, I have redone several ships because what looked good in the editor, well no so much in game. Scorpifly is great and I now dub him as such :) 

Now on to making a drone tender. I do not have anything in that vein on deck that is Hiveresque so that may take a minute to make a new ship. I may reimagine the Calopteryx as they are both winged species of hiver. I know I get a lot of flak on discord because not all the ships are one note the same and that is on purpose because the Hivers in SOTS are a blend of races that bonded together. IDK, I have tomorrow off from work I'll come up with something I'm sure.
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: grinningsphinx on January 16, 2022, 08:59:26 AM
Well I was thinking a solo flight wing. I'll go with all three weapons and stick in that 10-20 OP range you suggest depending on how buff it is. As to size, I generally struggle with that, I have redone several ships because what looked good in the editor, well no so much in game. Scorpifly is great and I now dub him as such :) 

Now on to making a drone tender. I do not have anything in that vein on deck that is Hiveresque so that may take a minute to make a new ship. I may reimagine the Calopteryx as they are both winged species of hiver. I know I get a lot of flak on discord because not all the ships are one note the same and that is on purpose because the Hivers in SOTS are a blend of races that bonded together. IDK, I have tomorrow off from work I'll come up with something I'm sure.

dont worry about discord lol...lots of great people there but some are rabid. If you do remake the Calo, please make it a variant. Im using the standard one as a strike carrier with zero range drone turrets to cover PD.
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: grinningsphinx on January 16, 2022, 11:45:44 AM
Just as a heads up, it doesnt look like biological hull is working in the simulator. l let the ship sit for 5 mins, and it never repaired about 7025.

Edit..AH okay....so it started to work when i went below 50% of its maximum hullpoints...and then will only repair you up to half of your starting.  Might want to include that in the descrip for BH.
Title: Re: [0.95.1a] Hiver Swarm - V0.45 - 01/15/22
Post by: Dazs on January 16, 2022, 02:16:50 PM
Just as a heads up, it doesnt look like biological hull is working in the simulator. l let the ship sit for 5 mins, and it never repaired about 7025.

Edit..AH okay....so it started to work when i went below 50% of its maximum hullpoints...and then will only repair you up to half of your starting.  Might want to include that in the descrip for BH.

Well I never really stated how the regen worked just that it did. That 50% kick in was intended because when I originally designed it at 100% the fights took forever and the ships ran out of CR. I did increase it to 75% this version and did some quick testing. If I find that 75 is too much I may reduce it, it's a work in progress which is why it's 0.5 heh.
Title: Re: [0.95.1a] Hiver Swarm - V0.5 - 01/16/22
Post by: Dazs on January 16, 2022, 02:17:40 PM
v0.5 released today - see changelog on OP or in the RAR for details

If you downloaded 0.5 before this post you will need to re-download for the hullmod changes to take effect. I essentially released it then saw grinningsphinx's comment and did a quick fix. :)
Title: Re: [0.95.1a] Hiver Swarm - V0.5 - 01/16/22
Post by: Futanagatari on January 16, 2022, 03:19:27 PM
0.5 causes a crash on startup
0.45 works fine
starsector.log
Spoiler
84406 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [JYD_srm] not found!
java.lang.RuntimeException: Weapon spec [JYD_srm] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Hiver Swarm - V0.5 - 01/16/22
Post by: Dazs on January 16, 2022, 03:42:36 PM
0.5 causes a crash on startup
0.45 works fine
starsector.log
Spoiler
84406 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [JYD_srm] not found!
java.lang.RuntimeException: Weapon spec [JYD_srm] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Oopsie that is on me. I accidently assigned JYD missiles to the new drone and if you did not have JYD installed, well you know. Sorry about that, juggling updates on different mods at the same time the editor loads assets from both and my eyes were beginning to cross I guess :) D/L the new hotfix and you should be good.

Anyway v0.55 released
Title: Re: [0.95.1a] Hiver Swarm - V0.5 - 01/16/22
Post by: Futanagatari on January 16, 2022, 04:01:38 PM
0.5 causes a crash on startup
0.45 works fine
starsector.log
Spoiler
84406 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [JYD_srm] not found!
java.lang.RuntimeException: Weapon spec [JYD_srm] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Oopsie that is on me. I accidently assigned JYD missiles to the new drone and if you did not have JYD installed, well you know. Sorry about that, juggling updates on different mods at the same time the editor loads assets from both and my eyes were beginning to cross I guess :) D/L the new hotfix and you should be good.

Anyway v0.55 released

dam that was fast
GG
love this mod.
Title: Re: [0.95.1a] Hiver Swarm - V0.55 oopise hotfix edition - 01/16/22
Post by: Dazs on January 16, 2022, 06:16:00 PM
NP. I really appreciate when I get feedback and do my best to address concerns. I am so glad to hear you love the mod, I'm no coder and my sprite skills are worse but I got moxie! :)
Title: Re: [0.95.1a] Hiver Swarm - V0.55 oopise hotfix edition - 01/16/22
Post by: Minitialize on January 17, 2022, 07:25:14 PM
Hello, two things I'd like to ask--

1. is it safe to update the mod without breaking any save file?

2. Hivers are supposed to expand and colonize right? In my playthrough they've been sitting in their corner for years now, only sending in strike missions, no colonization/invasion efforts. Probably just because I'm missing out on an update, but wanted to say it anyway incase this was actually implemented and that there's probably something wrong on my end..

edit: I'm running with Nexerelin, yes.
Title: Re: [0.95.1a] Hiver Swarm - V0.55 oopise hotfix edition - 01/16/22
Post by: Dazs on January 18, 2022, 01:36:58 AM
Hello, two things I'd like to ask--

1. is it safe to update the mod without breaking any save file?

2. Hivers are supposed to expand and colonize right? In my playthrough they've been sitting in their corner for years now, only sending in strike missions, no colonization/invasion efforts. Probably just because I'm missing out on an update, but wanted to say it anyway incase this was actually implemented and that there's probably something wrong on my end..

edit: I'm running with Nexerelin, yes.

Yes the latest version is save game compatible. It just fixes an oppsie that I hadn't caught because it was calling for an asset in my other mod JYD and of course I had it installed but if a player didn't it would crash. The actual game patch adds assets that will appear in your save game as if they were always there. I am unsure if the planetary addition will be there because the game generates the system at game start but it shouldn't be a problem either way, worse case scenario your Hivers won't have enough organs to satisfy their gluttony.

As to your second question. They are primarily a conquering race and get their planets from taking them over and the addition of a ground support ship in the latest patch should accelerate that.   Yes I do have them set to colonize and I have seen them send out scouting fleets to find a good planet. Thing is, they are out in the edge of space and they are not friendly with the remnant so it is a challenge for them. I don't know about you but decent planets are hard to find in my games.

I'll try a test run with an "old" system as that should give them a better chance to find a colony and look under the hood to see if I missed something. For now though they are on a mission to eradicate the Lud in my games and that gives me a warm feeling inside. :)
Title: Re: [0.95.1a] Hiver Swarm - V0.55 oopise hotfix edition - 01/16/22
Post by: Minitialize on January 18, 2022, 04:48:19 PM
Alright, thanks for the response. Good to know there's nothing wrong about their functions.  That said, I might sneak in a couple of survey data to help them accelerate their growth :P . I've been lowkey looking forward to clashing with them after I'd raise my own faction.
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: Dazs on January 19, 2022, 09:35:43 AM
v0.6 released today - save game compatible

Mostly under the hood or visual changes based on suggestions or comments here and on discord - Changelog on the op or the RAR has details
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: Last_Cetra on January 19, 2022, 05:30:46 PM
v0.6 released today - save game compatible

Mostly under the hood or visual changes based on suggestions or comments here and on discord - Changelog on the op or the RAR has details

heya, im getting a ship hull spec not found for JYD cute:

24178 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: d:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiver Swarm 0.6 (data\variants\JYD_cute_standard.variant)]
24226 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [JYD_cute] not found!
java.lang.RuntimeException: Ship hull spec [JYD_cute] not found!
   at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Any ideas? From what I read, its something to do with the ship data.csv file? im no where near an expert. :p
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: Dazs on January 19, 2022, 05:44:30 PM
I am so sorry about that. I tend to work on both faction mods around the same time and I accidently saved a variant file that was meant for JYD in the Hiver folder. Just go to data\variants and you'll see it at the bottom, just delete JYD_cute_standard.variant. I'll upload a fixed version but that should fix your issue w/out having to d/l.

Edit: I uploaded a fixed 0.6 no version change or added note to the changelog. To anyone else, if you have JYD installed you'll be fine but fell free to either delete the file yourself or d/l the new version.

Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: Last_Cetra on January 19, 2022, 07:00:29 PM
Very cool, thank you!
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: grinningsphinx on January 19, 2022, 07:37:13 PM
Okay to submit new hiver weapon names?
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: Dazs on January 20, 2022, 02:51:59 AM
Oh I am always open to suggestions, some of the best parts of my mods are from players who suggested an idea. In the naming conventions of this mod I try to keep it in an insect theme but yea the weapon names aren't all that and Collaboration is great in my opinion, let's hear em!
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: grinningsphinx on January 21, 2022, 01:43:04 PM
Oh I am always open to suggestions, some of the best parts of my mods are from players who suggested an idea. In the naming conventions of this mod I try to keep it in an insect theme but yea the weapon names aren't all that and Collaboration is great in my opinion, let's hear em!

kk working on it. The heavy drone is pretty good with some additional hull mods for fighter support.
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: Dazs on January 21, 2022, 02:07:32 PM
Scorpifly is your baby glad you like it, looking forward to more suggestions!
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: grinningsphinx on January 26, 2022, 09:51:20 AM
Scorpifly is your baby glad you like it, looking forward to more suggestions!

Hola!

Ill get the names/descriptions hopefully done by this afternoon, barring work related stuff:) One thing i have been thinking about though is a role switch. For a hive fleet im thinking that the Calo should assume the role of strike carrier as the Queen, which is generally the most important ship, gets a ship system like the DME Normandy. I think that ship system calls a "target" and then its fighters gets bonuses for a short duration.

Calo exchanges phase skimmer for recall with Queen to hunt down targets and positioning, Queen gets Strike Command(rename to something else like Fury of the Swarm etc) and secondary conditional system phase recall when 1st system is on cooldown.  Queen will lose mobility but gain superiority whereas the Calo will be able to range on the flanks a bit better. Dont know if this suits the vision but just what I observed using them for awhile.
Title: Re: [0.95.1a] Hiver Swarm - V0.6 - 01/19/22
Post by: Dazs on January 26, 2022, 03:28:50 PM
Very nice ideas there. I am working on an update that should be ready by tomorrow, I will incorporate what I can. Collaboration is great!
Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: Dazs on January 26, 2022, 08:12:08 PM
0.7 released today - Mostly save game compatible, see changelog on OP or RAR for details

The changelog is getting a bit long so going forward I will post the current changes on the main page without spoiler tags and the past changelogs with spoiler tags. This should reduce clutter while also making the most relevant changes easily available.

@grinningsphinx I looked over your suggestions but have not worked on them, I wanted to get the changes I have been making out tonight. I have not delved into custom ship systems on either of my faction mods so that may take a bit of deep diving.

Enjoy!
Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: amimai on January 27, 2022, 04:00:47 AM
You have bits missing in config/settings.json
Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: Dazs on January 27, 2022, 05:19:05 AM
You have bits missing in config/settings.json

I admit I have not updated this file since the initial release other than splitting up the original bp package and replacing it with these 5

{
   "designTypeColors":{
      "HIVER":[11,102,35,200],
    },

    "graphics":{   

       "blueprint_packages":{
            "hiversmall_package":"graphics/HIVER/icons/cargo/hiver_blueprint.png",
            "hivermedium_package":"graphics/HIVER/icons/cargo/hiver_blueprint.png",
            "hiverlarge_package":"graphics/HIVER/icons/cargo/hiver_blueprint.png",
            "hiverwing_package":"graphics/HIVER/icons/cargo/hiver_blueprint.png",
            "hiverweapon_package":"graphics/HIVER/icons/cargo/hiver_blueprint.png",         
        },      
       "illustrations":{
            "HIVER_diplomatic":"graphics/HIVER/illustrations/HIVER_diplomatic.jpg",
            "HIVER_hanger":"graphics/HIVER/illustrations/HIVER_hanger.jpg",         
         
        },
            },      
}

What portions do you believe the mod is missing, I am always grateful for input to make the mod tuned and more complete.
Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: amimai on January 27, 2022, 05:25:23 AM
not sure if its an issue on my end or not, my system is behaving weirdly
Spoiler
17185 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/HIVER/portraits/Hiver_1.png] resource, not found in [/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Slightly Better Techmining,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Better Deserved S-Mods,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Dassault-Mikoyan Engineering,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/DetailedCombatResults,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/DIABLEAVIONICS,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/DroneLib,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/FleetSizeByDP,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Forge Production,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/GachaSMods v1.5.0,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Hiver Swarm 0.7,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Interstellar Imperium,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Kadur Remnant,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/LazyLib,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Legacy of Arkgneisis,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/MagicLib,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Nexerelin,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Progressive S-Mods,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Ruthless Sector,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/SCY,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Shadowyards,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Ship and Weapon Pack,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/starpocalypse,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Superweapons Arsenal,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/tahlan-shipworks,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Terraforming and Station Construction,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/VIC,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Vayra's Ship Pack,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/HIVER/portraits/Hiver_1.png] resource, not found in [/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Slightly Better Techmining,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Better Deserved S-Mods,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Dassault-Mikoyan Engineering,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/DetailedCombatResults,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/DIABLEAVIONICS,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/DroneLib,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/FleetSizeByDP,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Forge Production,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/GachaSMods v1.5.0,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Hiver Swarm 0.7,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Interstellar Imperium,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Kadur Remnant,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/LazyLib,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Legacy of Arkgneisis,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/MagicLib,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Nexerelin,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Progressive S-Mods,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Ruthless Sector,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/SCY,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Shadowyards,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Ship and Weapon Pack,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/starpocalypse,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Superweapons Arsenal,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/tahlan-shipworks,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Terraforming and Station Construction,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/VIC,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/Vayra's Ship Pack,/home/sophia/Downloads/starsector_linux-0.95.1a-RC6/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Object(Unknown Source)
   at com.fs.util.Object.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.G.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
possibly to many mods?
Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: Dazs on January 27, 2022, 08:02:31 AM
Error loading [graphics/HIVER/portraits/Hiver_1.png] resource, not found in [/home/sophia/Downloads/starsector_linux-0.95.1a-RC6

Leads me to believe you are running the game on Linux. I am not too familiar with that operating system but in Windows portraits are loaded from: mods/Hiver Swarm 0.7/data/world/HIVER.faction not config/settings.json. I have checked the pathing and it does link correctly under Windows. Maybe you are missing the image file requested. Do you have a file located in: mods/Hiver Swarm 0.7/graphics/HIVER/portraits labeled HIVER_1.png?

Should look like this gal:
 (https://i.imgur.com/oxKUS8t.png)

Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: amimai on January 27, 2022, 08:25:46 AM
yes its there, very odd.

@GeneralPurpose:~/Downloads/starsector_linux-0.95.1a-RC6/starsector/mods/Hiver Swarm 0.7/graphics/HIVER/portraits$ dir
HIVER_1.png  HIVER_5.png  HIVER_9.png        HIVER_prince.png
HIVER_2.png  HIVER_6.png  HIVER_emperor.png  HIVER_queen.png
HIVER_3.png  HIVER_7.png  HIVER_firebug.png  HIVER_warrior.png
HIVER_4.png  HIVER_8.png  HIVER_hidden.png   HIVER_worker.png
Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: Dazs on January 27, 2022, 09:37:10 AM
I haven't updated either that portrait or the section of the file that calls for it since version v0.35 and with Linux's file tree structure being so different I am at a bit of a loss. I cannot imagine a conflict with another mod that calls for HIVER_1 and I run pretty much all the faction mods in my personal game to ensure compatibility. Perhaps one of the users of this mod reading this post and uses Linux could weigh in.

Did this error start when you updated to 0.7 or did you add/update another mod since installing 0.7?
Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: amimai on January 27, 2022, 10:23:32 AM
this is actually first install of this mod
Title: Re: [0.95.1a] Hiver Swarm - V0.7 - 01/26/22
Post by: grinningsphinx on January 27, 2022, 02:41:35 PM
Apologies, i meant Target Datalink from the Jeanne'D Arc, DME.   Thats the one i was thinking of(the larger of the two carriers) This one i believe works for all allied fighters and fighter-like things.
Title: Re: [0.95.1a] Hiver Swarm - V0.7a - 01/29/22
Post by: Dazs on January 29, 2022, 08:00:16 PM
a 0.7 save game compatible quick hotfix out today 0.7a - Simplified and re-drew the boundaries on all Hiver ships to prevent a rare crash


Apologies, i meant Target Datalink from the Jeanne'D Arc, DME.   Thats the one i was thinking of(the larger of the two carriers) This one i believe works for all allied fighters and fighter-like things.

Noted, I've been a bit busy with the other mods and r/l stuff but I'll look into it when I can. Thank you for the update.
Title: Re: [0.95.1a] Hiver Swarm - V0.7a - 01/29/22
Post by: gentulf on February 01, 2022, 11:50:00 AM
Some suggestions:

Doing the above would make them feel more like their own thing, instead of this weird "just another faction but not really". That said, I do not know how doable that is.
I am wondering about if their weapons should be present in places like the Prism port but considering that they are very expensive it seems fine. Maybe this should be done the way Nexerelin does Remnant contacts via an NPC? It would be more work to implement this of course.
Title: Re: [0.95.1a] Hiver Swarm - V0.7a - 01/29/22
Post by: Dazs on February 01, 2022, 12:51:57 PM
Thank you for your feedback, always nice to hear from an interested player. I will take your points one at a time and try to address them best I can:

I like the idea of labeling their weapons specific to their faction. I am unsure if that can be a thing but I will surely look into it

I agree about the bounty thing, it bothers me as well. I have made them unplayable and hate everyone even the player. It is an aspect of NEX and a couple other mods (if you use them) that determines bounties. I will go under the hood and see what I can do.

I currently have them flagged to NOT show up on the intel tab. I'll look into the best buy/best sell and see

OH the NPC thing I really do not get myself. Why would a faction that hates hivers and the hivers hate them send you on a relief mission for them? I guess I have more research to do.

Ah the prism freeport. I have tried to tinker with that but the best I could do was break down their technology into several blueprint subsets and jack up the price to limit player availability. My goal is to make their ships and tech desirable but hard to obtain.

Well I just tuned up JYD so I guess my next block of free time is deep diving these concerns. I agree with your points and thank you for taking the time to list them.
Title: Re: [0.95.1a] Hiver Swarm - V0.75 - 02/02/22
Post by: Dazs on February 02, 2022, 02:23:00 PM
V0.75 out today

This update addresses the concerns that gentulf brought to my attention the best I could. I went through every mod I could think of that offers missions and bounties and added blacklists or AI tags preventing Hivers from being used as a mission target or offering missions. Changelog has the details and if you know of a mod that I haven't blocked please let me know.

Title: Re: [0.95.1a] Hiver Swarm - V0.75 - 02/02/22
Post by: gogis on February 03, 2022, 07:01:03 AM
Can you please update your mod for version checker, or even better - for mod manager? I love these mods with evil faction lurking somewhere, but updating unsupported mods is PITA
Title: Re: [0.95.1a] Hiver Swarm - V0.75 - 02/02/22
Post by: gentulf on February 03, 2022, 09:57:36 AM
Another idea related to Hivers being secretive — there is probably some way to prevent their ships from showing up in Codex and battle simulations, it’s done for Remnant ships after all.
Also I don’t know what mod is this from but I found those factories that you can sacrifice ships to to get a different ship. It just so happened that I got Hiver ships twice in a row (a Queen class even, but I reloaded that save anyway) — noting this just in case it’s also undesirable.

One small detail as well: their home system should probably not be literally called “Homehive”, unless humans are supposed to know where their home is exactly. It should just have a generic star system name.
Title: Re: [0.95.1a] Hiver Swarm - V0.75 - 02/02/22
Post by: Dazs on February 03, 2022, 01:03:54 PM
Can you please update your mod for version checker, or even better - for mod manager? I love these mods with evil faction lurking somewhere, but updating unsupported mods is PITA
Hello there! I tinkered with version checker but had some issues with it in the past. I'll look into it again this weekend, I'm a bit more knowledgeable about the code structure now so I'm sure I'll get it.  I'm a cleaver monkey after all, just ask any hiver. :)
Another idea related to Hivers being secretive — there is probably some way to prevent their ships from showing up in Codex and battle simulations, it’s done for Remnant ships after all.
I'm pretty certain I can hide them in the codex with a hint tag in the ships.csv, I'll add that for the next update. I have them in the battle sims for the players who alter the mod to make them playable. I could take them out but I try to balance it between the players that want them strictly as enemies and the ones that want to be hivers. I was actually kind of surprised I had received so many private messages asking for the playable option when I first released it to be honest. I guess I could make a second file with them in it and the main file with them out like I do the player file. Added to the list
Also I don’t know what mod is this from but I found those factories that you can sacrifice ships to to get a different ship. It just so happened that I got Hiver ships twice in a row (a Queen class even, but I reloaded that save anyway) — noting this just in case it’s also undesirable.
I have come across the factory sacrifice so I know it is part of a mod I run, just not sure which one atm. That change would take some research to see if exclusion is a thing - maybe? next update.
One small detail as well: their home system should probably not be literally called “Homehive”, unless humans are supposed to know where their home is exactly. It should just have a generic star system name.
That is a decent point. That name was kind of just a placeholder and I never changed it. Easy enough to pick a hiver name like the other system - added to the .8 update list

Thank you both for this great feedback, I get some of the best ideas from players and that makes me so happy. I am currently working on some fixes for my other faction mod so once I bang that out I'll get on these, probably Sunday if my schedule allows.
Title: Re: [0.95.1a] Hiver Swarm - V0.75 - 02/02/22
Post by: gentulf on February 05, 2022, 04:07:05 AM
By the way, the factory sacrifice is probably Industrial.Evolution because it has those "scavenging interactions" but the author blurred them to not spoil what they actually are.
Title: Re: [0.95.1a] Hiver Swarm - V0.75 - 02/02/22
Post by: Dazs on February 05, 2022, 05:14:20 AM
Thanks for the hint. I will be working on the mod this afternoon and that saves me some sleuth time, much appreciated.
Title: Re: [0.95.1a] Hiver Swarm - V0.8 - 02/06/22
Post by: Dazs on February 06, 2022, 07:05:46 AM
0.8 out today - Tested with a .75 save with no apparent issues.  I was able to address most of the concerns brought up here and on discord. Essentially more exclusions, some balance changes and a Cyborg fashion show! - Changelog on the OP and in the RAR has the details

By the way, the factory sacrifice is probably Industrial.Evolution because it has those "scavenging interactions" but the author blurred them to not spoil what they actually are.

@gentulf  - I had originally thought it was an aspect of Nex but after some research I found you were correct. I was unable to address your concern but I have a question out on the Industrial Evolution forum so I am still looking into it. I'll get back to you once I know if is actually a thing that can be done.
Title: Re: [0.95.1a] Hiver Swarm - V0.8 - 02/06/22
Post by: Fuegoredux on February 09, 2022, 05:52:51 PM
Where is the aggression and colonization? I finished a run where the Hive sat in their corner and twiddled their thumbs for 20 cycles. Before installing I dreamed of them swarming the sector and expanding like the Zerg. Sadly I am left unsatisfied. Ships and weapons are fun to run/fight against though.
Title: Re: [0.95.1a] Hiver Swarm - V0.8 - 02/06/22
Post by: Dazs on February 09, 2022, 06:11:01 PM
Well the thing with colonization is that NEX picks from a pool of factions. The more faction mods installed the smaller chance any one faction has. I have them set to the highest chance to be picked but so do some other modded factions. I'll reach out to Histidine and see if there is anything else I can code in that would make them better colonizers.

As to their aggression, they are set to the maximum amount of hate and aggression toward every faction. In the games I've played they have taken over both Ludic factions (separate games) so I know they do send out aggressive invasion fleets. The problem from what I've been told is that they are so far away and have so few starting assets compared to other factions it takes them longer to expand.

I will look into it but overall I try to make them a mid game challenge that is sought out, not so much an end game one that conquers the map. But I am new to all this and will be the first to say I'm a noob. I am sure there is something I can do about it so I'll do a deep dive and see what I can do.

Title: Re: [0.95.1a] Hiver Swarm - V0.8 - 02/06/22
Post by: Omega_DarkPotato on February 12, 2022, 05:06:33 PM
Heya! Couldn't find the exact crash logs to post, but I believe that for some reason you're looking for (the new home system name)_background.jpg instead of homehive_background.jpg for the home system of the hivers - crashed twice in the latest version trying to enter their home system before taking a look myself and renaming the background to the system name on my save.
Title: Re: [0.95.1a] Hiver Swarm - V0.8 - 02/06/22
Post by: Dazs on February 12, 2022, 05:38:49 PM
Oh my you are correct thank you for catching it. I'm working on some tweaks for the mod but I'll just bundle what I have so far with that fix and have it up tonight.

Thank you for the report.
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: Dazs on February 12, 2022, 06:51:48 PM
v0.85 released - 0.8 Save Compatible however most changes require a new sector generation and will only take effect on a new game - Changelog has the details

Note: I have only tested all the increased threat changes up to an early/mid game run. I wanted to get a crash hotfix regarding a naming mismatch out tonight so the increased threat release has not been fully tested during a complete game. They seemed to be more aggressive and everything should go as planned but yea you know how that goes. Please let me know if you feel I over tuned them.

Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: IGdood on February 18, 2022, 11:23:30 AM
One sea of red
It's like I'm fighting Zerg/Tyranids or something

(https://i.imgur.com/g8j9zmy.png)
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: Dazs on February 18, 2022, 02:47:29 PM
Beware the Swarm!  ;)

I received a lot of feedback that they were just sitting in their little corner of the map so I tweaked every setting I could find to make them more aggressive this patch. I released it before a full test run to get a hotfix out and umm maybe I tuned them up a little too much. I was spending most of last week updating JYD so my game is not that progressed but at about 3-4 hours in I am noticing an increase of their invasion fleets but not at crazy levels. For me they seem to be methodically focused on the systems on the side of the map they are on and not random scatter throughout the sector.

The mix is about right for how I have them set up, a couple heavies to block and a lot of destroyers/frigates to skirmish so that looks about right. If you don't mind my asking, is this screen capture from an invasion fleet or from you going into one of their sectors and how far along into the game hour wise what this taken?
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: IGdood on February 18, 2022, 02:56:00 PM
Beware the Swarm!  ;)

I received a lot of feedback that they were just sitting in their little corner of the map so I tweaked every setting I could find to make them more aggressive this patch. I released it before a full test run to get a hotfix out and umm maybe I tuned them up a little too much. I was spending most of last week updating JYD so my game is not that progressed but at about 3-4 hours in I am noticing an increase of their invasion fleets but not at crazy levels. For me they seem to be methodically focused on the systems on the side of the map they are on and not random scatter throughout the sector.

The mix is about right for how I have them set up, a couple heavies to block and a lot of destroyers/frigates to skirmish so that looks about right. If you don't mind my asking, is this screen capture from an invasion fleet or from you going into one of their sectors and how far along into the game hour wise what this taken?

I had increased battle size, and this is from me going into their little corner of the map about 1.5 cycles into the game. 


I let them get too close, and they penetrated my lines.  What could've been a meatgrinder turned into a partial rout on my end and I had to send in reserves just to push them back. 
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: Dazs on February 18, 2022, 05:07:34 PM
Ok that sounds about right then. I would not suggest going into their territory unless you have ships to loose. I tuned them to be more of a challenge than pirates and random ai but not as much as ordos fleets. I am running a game to test both mods atm so I appreciate the feedback.
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: memeextremist on March 15, 2022, 10:23:54 PM
Hi! first of all, I really like your mod. I have a question though. I started a new game with playable faction turned on, did the hiver start in nex, dropped it, allied hiver, and then invaded one planet from another faction and they turned -75. is this intended? it says I'm still in the alliance. I'm not sure if this is a nex problem or not, so asking here. Thanks in advance.

Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: Dazs on March 16, 2022, 03:08:35 AM
Hello there glad you like the mod. If I understand your question correctly, you followed the instructions on the main page and made them playable, started off with a Hiver commission then left the Hivers and joined another faction.

If that is the case well I am honestly not 100% sure as I never ran it through that scenario. Hivers as a faction are hard coded to be enemies to all including the player. I have an exception in for players who are actively commissioned as Hivers that they have an override that starts them with some factions as neutral to friendly and are able to gain or lose reputation based on their actions.

At a guess I would say that the issue is that when starting as a Hiver you worked for a faction that you were friendly with till the point they allowed you to join. When you left the Hiver faction and joined the other faction the game reverted to the base behavior for Hivers, you lost all goodwill toward them and they targeted you like the dirty traitor that you are. (jk) :)

Now of course if I gamed that scenario incorrectly then my analysis is probably way wrong so please let me know.
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: memeextremist on March 16, 2022, 12:23:15 PM
lol nah. I just cancelled my hiver commission, allied hiver in nexerelin, then conquered an enemy planet and they went hostile despite me still being in their alliance. it's probably a nex thing. thanks! \o
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: Dazs on March 16, 2022, 12:25:48 PM
Yea same idea. Once you drop your commission with them they are unforgiving and will revert to hating any non-Hiver.
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: memeextremist on March 16, 2022, 04:40:28 PM
roger that. thanks again!
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: vcuaoiwk on March 17, 2022, 06:55:14 PM
Just a few comments:

Pros: Love the concept and the terrifying-ness of the swarm. Honestly they're currently sweeping through my playthrough and smashing most of the factions. This is great considering I saw the earlier feedback that the hive was not expanding or being active in the sector. They're even responding to Luddic Path threats and sending out strike missions. (I'm running a hodgepodge of mods 3-4 factions, Nex, bunch of QOL mods and such).

Request/Cons: Is there a way to prevent Hiver blueprints from spawning in the sector? I got my hands on some BP's and been able to outfit a few ships with some of the goodies..... and well theyre amazing but jesus they are overtuned to the point where I feel that I can't use them because yes building them is expensive but not prohibitive enough for their outputs.

Possible solutions for overtuned weapons for this specific faction mod (I'm going to throw the following out but not sure how code intensive it would be to create any of the following):
- The easiest would be to make them incompatible with non hive ships - but this wouldnt be very fun
- Creating a prohibitive cost for usage in any of the following scenarios
-- Large combat readiness depreciation if not used on a Hive Ship (similar to plague weapons)
-- i.e. weapons usage is tied into crew depreciation (i.e. similar to fighters but active usage acculates crew deaths). The Ghost Gallon bounty in Nex has a similar feature for hyperspace travel
-- Amping up the weapons cost to something in the 100,000 of thousands of credits (basically prohibiting constructing them until mid/late game)

Anyway those are my thoughts. Love the mod. Love the fear theyre creating when see a Hive swarm. Thrilled to see it working as advertised as well. Thanks!
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: memeextremist on March 17, 2022, 07:31:03 PM
ooh I found out something cool with this and nex. I went back to a previous playthrough save that didn't have hiver flagged as a playable faction when I made it, and since I had already done that with the newer character, I can invade a planet and just spawn them by transferring.
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: Dazs on March 17, 2022, 08:12:05 PM
Just a few comments:

Pros: Love the concept and the terrifying-ness of the swarm. Honestly they're currently sweeping through my playthrough and smashing most of the factions. This is great considering I saw the earlier feedback that the hive was not expanding or being active in the sector. They're even responding to Luddic Path threats and sending out strike missions. (I'm running a hodgepodge of mods 3-4 factions, Nex, bunch of QOL mods and such).

Request/Cons: Is there a way to prevent Hiver blueprints from spawning in the sector? I got my hands on some BP's and been able to outfit a few ships with some of the goodies..... and well theyre amazing but jesus they are overtuned to the point where I feel that I can't use them because yes building them is expensive but not prohibitive enough for their outputs.

Possible solutions for overtuned weapons for this specific faction mod (I'm going to throw the following out but not sure how code intensive it would be to create any of the following):
- The easiest would be to make them incompatible with non hive ships - but this wouldnt be very fun
- Creating a prohibitive cost for usage in any of the following scenarios
-- Large combat readiness depreciation if not used on a Hive Ship (similar to plague weapons)
-- i.e. weapons usage is tied into crew depreciation (i.e. similar to fighters but active usage acculates crew deaths). The Ghost Gallon bounty in Nex has a similar feature for hyperspace travel
-- Amping up the weapons cost to something in the 100,000 of thousands of credits (basically prohibiting constructing them until mid/late game)

Anyway those are my thoughts. Love the mod. Love the fear theyre creating when see a Hive swarm. Thrilled to see it working as advertised as well. Thanks!

I'm happy to hear you are enjoying it. I did a tuning balance last update to address the earlier concerns players had posted about them not being aggressive enough and boy are they a threat to  any faction that is on the left side of the map. As a side note I play with pretty much all the current faction mods so I can test for compatibility and I like that when they take over a factions' planet all that faction's allies swarm take it back from the Hivers. I'm pretty happy with the current tuning giving a sense of impending doom if you allow them to keep invading.

OK so as to your concerns. As a part of the game I sort of had to give them blueprints. I did break them down into several packs to dilute them, put it as many blacklists as I could to prevent them being for sale and also raised the price of all their assets. Also, I gave them a high chance to break up when defeated but I can increase it a bit more to make their ships more of a rare recovery. Since they are now more of a threat, I'll look over raising the price of their ships and weapons again.

I do not think that I could make their weapons Hiver ship only, if there is a way I'd like to hear from a more experienced mod author.

Thank you for the feedback, you've given me some food for thought.
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: alaricdragon on March 20, 2022, 11:50:00 PM
this mod looks amazing I cant wait to fight the bugs. not even going to look at the screenshots (i looked at some for like 4 seconds, just to be sure) so im surprised (mostly) wish me luck
Title: Re: [0.95.1a] Hiver Swarm - V0.85 - 02/12/22
Post by: Dazs on March 21, 2022, 03:27:04 AM
/cheers!
Title: Re: [0.95.1a] Hiver Swarm - V0.85a - 04/01/22
Post by: Dazs on April 01, 2022, 11:42:37 AM
v0.85a released today - Save Compatible from 0.85
   -Raised the break point of all Hiver ships to 60% for the smaller up to 90% for the larger to make them less recoverable
   -Raised the base cost of all Hiver assets by ~25% to make them more of a prize and more expensive to rebuild- TY vcuaoiwk for this and the above idea
   -A code update to fix a compatibility crash when using Linux - TY Phantasia for bringing this to my attention

Been a couple months since the last balance update but other than maybe updating the sprite work I feel good about the current state of the mod. Any comments or suggestions, feel free to contact me here on in discord, I check each daily.
Title: Re: [0.95.1a] Hiver Swarm - V0.85a - 04/01/22
Post by: DialecticDetective on April 06, 2022, 04:29:52 PM
Funny story, I was an intern on Sword of the Stars.
Title: Re: [0.95.1a] Hiver Swarm - V0.85a - 04/01/22
Post by: Dazs on April 06, 2022, 04:55:45 PM
That is awesome I am a huge fan of the game. I named one of the ships in the new mod I am making the Kerberos :)
Title: Re: [0.95.1a] Hiver Swarm - V0.85a - 04/01/22
Post by: DialecticDetective on April 20, 2022, 01:11:35 PM
That is awesome I am a huge fan of the game. I named one of the ships in the new mod I am making the Kerberos :)

Nice!
Title: Re: [0.95.1a] Hiver Swarm - V0.85a - 04/01/22
Post by: vok3 on April 24, 2022, 10:48:54 AM
I was a lurker on the quartertothree forums back around the time of the SotS2 launch. 

I was really impressed with how when the game came out, people started saying "hey wtf", Mecron rushed in "It's okay folks!  We'll patch!"  Patch comes out, fixes very little, breaks more, players are more "hey wtf".  Mecron rushes in: "More patches!  More patches!!!"  Patches fix nothing meaningful.  Mecron: "OH I get it now guys, we released THE WRONG VERSION!  We'll put up the RIGHT version and EVERYTHING will be FINE!  Okay, try it now!"  Players: "hey wtf, ***'s still broke" 

Repeat round and round a few more times until finally Mecron had this great emotive breakdown where he attempted to claim that the stress of releasing all these patches had retroactively borked their systems and broken the functional version of the game and now everybody would just have to wait a month for a real patch.  Players: "dude, version control doesn't work that way, you were just lying this whole time, weren't you?  the game wasn't done, we get it, just stop lying to us" 

But Mecron was not capable of stopping himself from lying.  Just could not admit it.

And for a truly proper ending to the saga, the publisher refunded anybody who wanted one but said "look, we paid that studio for a functional game, they've been paid, if you want a functional game you need to talk to them".  And Mecron: "Oh, we'll GLADLY work some more on this but we don't work for free you know!  The publisher needs to pay us more before we do anything!"

Complete and total lack of responsibility or honesty or fair dealing of any sort.

It is fitting and proper that they have been relegated to dinky little mobile games ever since.  From what I understand there is not a single publisher anywhere that will trust them.  Understandably.

But as far as the mod goes:

When I looked at this a few weeks back, the Hive planets were spamming the market with requests for certain commodities, making it impossible to tell which of the core worlds actually needed those commodities.  (Unless you install Stellar Networks, which is a good mod but has a huge overhead so I don't use it)  Also I kept getting mission givers who wanted me to take stuff to Hiver planets.  Dude, no; they want to eat my liver.  If Hivers could be made into something more like the Remnant - completely disconnected from the human-world economy and society - that would solve my major problem with this mod. 

Also I actually kinda think the ships shouldn't be so explicitly bug-like.  When humans make spaceships, do they look like flying monkeys?  No?  Why not?  Why would bug spacers make flying bug spacecraft?  Bug design, yes; flying space bugs, maybe not so much.

I like the idea though.  (SotS1 wasn't a terrible game, except for the space dolphins - always kill the space dolphins)  The other thing that might work as a source of ideas is the Symbiots from Emperor of the Fading Suns (it's on GOG, but you might be able to find it some abandonware sites as well).  I think it's Matt Caspermeyer who figured out how to hack the executable to make the Symbiots build spaceships, which means they immediately start assaulting the Stigmata garrison, which means the players need to actively cooperate to try to hold them back from invading the rest of the map.  Made for a genuinely interesting alien threat.
Title: Re: [0.95.1a] Hiver Swarm - V0.85a - 04/01/22
Post by: Dazs on April 24, 2022, 01:14:35 PM
You pretty much summed up my love/hate relationship with those game. I have over a thousand hours played on SWOTS with a blend of vanilla and modded gameplay. Swots 2 is the only game I had pre-ordered based on my love of the first game. It sits on my HD awaiting for it to be fixed....

But as far as the mod goes:

When I looked at this a few weeks back, the Hive planets were spamming the market with requests for certain commodities, making it impossible to tell which of the core worlds actually needed those commodities.  (Unless you install Stellar Networks, which is a good mod but has a huge overhead so I don't use it)  Also I kept getting mission givers who wanted me to take stuff to Hiver planets.  Dude, no; they want to eat my liver.  If Hivers could be made into something more like the Remnant - completely disconnected from the human-world economy and society - that would solve my major problem with this mod. 
I have done my best to add as many "black lists" as I could to block various interactions. To make them 100% disconnected from the galaxy I believe I would have to disable the ability for them to colonize and invade. Those are core concepts to the mod but if there is a way to only have them interact with Nex with just those two features, I would if I could. Prv Starworks has a race of aliens, the Agni, which behave more like you describe and they are quite the challenge, you may want to check their mod out.

Also I actually kinda think the ships shouldn't be so explicitly bug-like.  When humans make spaceships, do they look like flying monkeys?  No?  Why not?  Why would bug spacers make flying bug spacecraft?  Bug design, yes; flying space bugs, maybe not so much.
I struggle with that over the months since I released the mod. I would say the number one complaint I see on discord is that players hate the sprite work. If you look at the Hiver ships in SWOTS they are armored bugs and my initial inspiration for Hiver Swarm was when I saw Tecris' and Xenoargh's sprites on Spiral Arms 2. I have added some non-bug but still non-vanilla ships since then to fill out their roster so I am not opposed to the idea of non-bug ships.

I have learned a lot about sprite making and kit bashing since I released JYD and Hiver Swarm. I have updated several blurry mess JYD sprites since then but hesitate to change those initial bug Hiver designs simply because I really like them. Personally I still think their sprite work is freaky awesome (I only re-colored them to have a cohesive theme with both their art) but I also know that art is, by nature, subjective.

I'll take a pass at releasing an alternate addon that replaces those bug sprites for players like yourself that dislike them but it may be awhile. I have another faction mod just released on the Modding forum for testing and I am sure that will take up my foreseeable free time as I tweak and tune that one.

I like the idea though.  (SotS1 wasn't a terrible game, except for the space dolphins - always kill the space dolphins)  The other thing that might work as a source of ideas is the Symbiots from Emperor of the Fading Suns (it's on GOG, but you might be able to find it some abandonware sites as well).  I think it's Matt Caspermeyer who figured out how to hack the executable to make the Symbiots build spaceships, which means they immediately start assaulting the Stigmata garrison, which means the players need to actively cooperate to try to hold them back from invading the rest of the map.  Made for a genuinely interesting alien threat.

I always found the Liir a bit smug and rarely allied with them so I get that. I am an old school gamer but I am unaware of Emperor of the Fading Sun but I will certainly check it out.
Title: Re: [0.95.1a] Hiver Swarm - V0.9 - 05/08/22 - Graphic updates and balance changes
Post by: Dazs on May 08, 2022, 02:22:22 PM
v0.9 released today.

It is full of player requested graphical updates (most are optional) and some balance changes that *should* make Hivers more aggressive.
There is a new spoiler linked image on the OP that shows all the optional replacement graphics included in the download as an embedded RAR.

Changelog in the RAR and posted on the forum main page has all the details and instructions to install the optional graphics



Title: Re: [0.95.1a] Hiver Swarm - V0.9 - 05/08/22 - Graphic updates and balance changes
Post by: Dazs on May 08, 2022, 04:03:39 PM
Quick oopsie minor update. When I looked over the Beetle replacement sprite on the white background on the forum OP, I noticed that I must have accidently ran the eraser across the bottom when I was designing it. I did a quick fix and replaced the graphic in the embedded RAR and on the forum OP picture. So if you downloaded 0.9 previous to this post and want to use the updated ship graphics just re-download and re-install the "Replacement Ships.rar" for the fixed graphic.

Sorry about that!
Title: Re: [0.95.1a] Hiver Swarm - V0.95 - 05/15/22 - Graphic updates and error corrections
Post by: Dazs on May 15, 2022, 06:47:14 AM
v0.95 release today - Save Game compatible with version 0.9

Two new ships, four new optional replacement ship sprites added to the imbedded RAR, a new weapon, some base graphic updates and some error corrections. As always, the Changelog has the details and is posted on the Forum OP as well as included in the RAR.

Doing my best to fix past mistakes and update early graphics. I do hope you enjoy the changes and please contact me on the forum or in discord if you have any comments or suggestions. I want this faction mod to be a challenge without being an eyesore :)
Title: Re: [0.95.1a] Hiver Swarm - V0.95 - 05/15/22 - Graphic updates and error corrections
Post by: nukularpower on May 16, 2022, 07:28:37 PM
I dig the new sprites.  Very cool
Title: Re: [0.95.1a] Hiver Swarm - V0.95 - 05/15/22 - Graphic updates and error corrections
Post by: Dazs on May 17, 2022, 01:20:37 AM
I dig the new sprites.  Very cool

Thank you, that is so nice to hear.
Title: Re: [0.95.1a] Hiver Swarm - V0.95 - 05/15/22 - Graphic updates and error corrections
Post by: danando123 on May 18, 2022, 11:28:49 PM
I see a reaper ship, i see download
Title: Re: [0.95.1a] Hiver Swarm - V0.95 - 05/15/22 - Graphic updates and error corrections
Post by: Dazs on May 19, 2022, 04:10:07 AM
I see a reaper ship, i see download

Heh nice! - Credit to Xenoargh for donating the initial sprite. I just re-colored and added the landing lights on that one but still nice to hear someone likes the old sprites :)
Title: Re: [0.95.1a] Hiver Swarm - V0.96 - 06/19/22 - Aggression increase, beware the swarm
Post by: Dazs on June 19, 2022, 11:00:41 AM
v0.96 released today -Save compatible with V 0.95 - Changelog in the RAR and on the Forum OP has the details but in short, Histidine was kind enough to give me some guidance to better integrate Hiver Swarm with Nex. They will now be picked in the lottery for colony fleets and are far more aggressive in their conquest of the sector. If you currently have them set to be playable, revisit the instructions on the forum OP as the method has changed due to the code changes - I recommend a new game start to take advantage of all changes. 

See below for my experiences playing against them if you are interested
Spoiler
I loaded a save from an established game and noticed the increase but it was really noticeable when I started a new game. I play with pretty much every mod faction enabled to ensure compatibility with my mods and within a short time they were sending multiple fleets to various faction systems. I eventually defeated them but I had to wait till JYD (the faction I was playing as) sent an invasion against them and joined them for cover. Tactics may vary on skill level, I am not that great a player :)
[close]
I updated the forum OP with direct links and cleaned it up a little. There is now a "Buy me a coffee" link to Ko-Fi. I offer all my mods for free and the code is open source but it was a player requested feature so use it or not, I do not expect anything for my work. Enjoy!
Title: Re: [0.95.1a] Hiver Swarm - V0.96 - 06/19/22 - Aggression increase, beware the swarm
Post by: derrzzedd on July 03, 2022, 06:39:24 AM
Having played around with the mod for... around six hours or so, i've noted some things:
firstly, both the ships and weapons the swarm has are hillariously strong and many are overpowered.
Highly accurate, extremely flux efficient, highly damaging projectile weaponry, backed up with infinite ammo sabot-esque swarmer kinetic missile launchers, equipped on ships that are both durable and often using very strong abilities (like the temporal field ability) for an OP cost often comparable to weaponry much weaker than the swarm's equipment does not necessarily make for a balanced faction.

which, you know, if you want them to be a lategame esque enemy faction that's fully understandable.
however, the addition of having them launch full invasion fleets into the core kind of puts that concept into a tailspin, as this results in the player encountering the bugs very often, and very early - especially given the efficacy of their invasion fleets, of which there are extremely many, and they very often succeed.
i've played just past one ingame cycle, and have reached the grand level of 5 - and so far there's been 2 successful invasions(cibola and Salamanca), one failed(sindria), there's 2 more on the way (gilead and ancyra) along with a saturation bombardment headed for Madeira, alongside numerous raids.
out of all of these, there was not a single one ranked below 'superior' in terms of swarm vs defender strength, and sindria only won on the ground.
this intense aggression leads to the player encountering the swarm very often - and unless the player gets both very lucky and plays incredibly well, they will not be able to stop them before they make massive inroads into the core sector systems.
while i do absolutely love the concept of this mod, it feels a bit too imbalanced - and if one wants to keep the power imbalance, maybe instead of superior ships and firepower, they'd simply have much more ships than the opposing force? a change such as that would both make sense given the swarm moniker and style, as well - to draw from history, making them the shermans to the player's tiger tanks would feel very fitting ("a German Tiger is easily worth 10 shermans, but they always had 11!").

the sprites also look a bit... fuzzy, compared to other ships and equipment in the game - but only some of them. iunno if that's just my install.

in short:
really cool idea, but the bugs are pretty overpowered and would probably need some work on that. sick mod though, definitively one to keep an eye on.
Title: Re: [0.95.1a] Hiver Swarm - V0.96 - 06/19/22 - Aggression increase, beware the swarm
Post by: Dazs on July 03, 2022, 10:27:51 AM
First off, hello there and thank you for your informative reply.
Having played around with the mod for... around six hours or so, i've noted some things:
firstly, both the ships and weapons the swarm has are hillariously strong and many are overpowered.
Highly accurate, extremely flux efficient, highly damaging projectile weaponry, backed up with infinite ammo sabot-esque swarmer kinetic missile launchers, equipped on ships that are both durable and often using very strong abilities (like the temporal field ability) for an OP cost often comparable to weaponry much weaker than the swarm's equipment does not necessarily make for a balanced faction.
Well the balance of their ships has been an ongoing tug of war some complaining they were too easy and others that they were too hard. The vision for them is to be a nuisance at first but as the game progresses they become a threat and if left alone for too long a major takeover in the sector. To archive that while also being the enemy of every faction, they needed to be OP to handle the multiple invasions against them. The more modded factions you have in your game, the harder it is for them.
which, you know, if you want them to be a lategame esque enemy faction that's fully understandable.
however, the addition of having them launch full invasion fleets into the core kind of puts that concept into a tailspin, as this results in the player encountering the bugs very often, and very early - especially given the efficacy of their invasion fleets, of which there are extremely many, and they very often succeed.
i've played just past one ingame cycle, and have reached the grand level of 5 - and so far there's been 2 successful invasions(cibola and Salamanca), one failed(sindria), there's 2 more on the way (gilead and ancyra) along with a saturation bombardment headed for Madeira, alongside numerous raids.
out of all of these, there was not a single one ranked below 'superior' in terms of swarm vs defender strength, and sindria only won on the ground.
this intense aggression leads to the player encountering the swarm very often - and unless the player gets both very lucky and plays incredibly well, they will not be able to stop them before they make massive inroads into the core sector systems.
while i do absolutely love the concept of this mod, it feels a bit too imbalanced - and if one wants to keep the power imbalance, maybe instead of superior ships and firepower, they'd simply have much more ships than the opposing force? a change such as that would both make sense given the swarm moniker and style, as well - to draw from history, making them the shermans to the player's tiger tanks would feel very fitting ("a German Tiger is easily worth 10 shermans, but they always had 11!").
Well that does seem to be a bit too strong, may I ask how many other factions mods do you use in your game? Personally I play with pretty much every faction mod for compatibility testing and it takes them some time to become a threat. I haven't tried a game with no faction mods so maybe there is an issue with them being too op for a vanilla faction run.

In past patches I added a third system across the map to sort of force them to travel the sector. And in the last patch I was able to turn their aggression up via fixes in their Nex files. Perhaps having both fixes tunes them a bit too much. I'll play around with a game where they only have the top left systems and see how it goes.
the sprites also look a bit... fuzzy, compared to other ships and equipment in the game - but only some of them. iunno if that's just my install.

in short:
really cool idea, but the bugs are pretty overpowered and would probably need some work on that. sick mod though, definitively one to keep an eye on.
Have you looked at the alternate ship pack I have imbedded in the RAR? It contains non-bug designs that are cleaner but still have an alien feel to them. I am no artist and have done a couple passes at cleaning them up, if you could list the ones you feel need some work I would appreciate it so I can see what I can do.
Title: Re: [0.95.1a] Hiver Swarm - V0.96 - 06/19/22 - Aggression increase, beware the swarm
Post by: Harmful Mechanic on July 03, 2022, 01:57:40 PM
I think a major part of the problem is how many ships you have to balance. Vanilla Remnants are remarkably compelling for how few hulls they have. More isn't always better.

You may want to try reducing things down to a total of ten entries in ship_data.csv, including fighter hulls, and see if that makes it easier - just balance those ten things, and then you can start thinking about adding back some of the other stuff.
Title: Re: [0.95.1a] Hiver Swarm - V0.96 - 06/19/22 - Aggression increase, beware the swarm
Post by: Dazs on July 03, 2022, 04:16:32 PM
Hello there Harmful Mechanic, big fan of your work and I appreciate your taking the time to comment. Well I am self admittedly guilty of ship bloat on all my mods, idk I really enjoy designing them and I want the factions I create to stand on their own. However, I am unsure which ones I would remove in Hiver Swarm and still maintain a complete setup since they are a unique mod in that they do not trade with other factions or use their ships. I added each type and size of ship I thought they would need in order to colonize, trade, invade, fight and to be able to defend against multiple factions invading them.

I had some plans to work on CFT after the holiday but I'll give all the ships in Hiver Swarm a once over after, hopefully, I receive some clarity from derrzzedd or anyone else that would like to give some advice for that matter. Either way, it made it to the top of my to-do list for mod work.
Title: Re: [0.95.1a] Hiver Swarm - V0.96 - 06/19/22 - Aggression increase, beware the swarm
Post by: derrzzedd on July 03, 2022, 07:09:20 PM
Well that does seem to be a bit too strong, may I ask how many other factions mods do you use in your game? Personally I play with pretty much every faction mod for compatibility testing and it takes them some time to become a threat. I haven't tried a game with no faction mods so maybe there is an issue with them being too op for a vanilla faction run.

In past patches I added a third system across the map to sort of force them to travel the sector. And in the last patch I was able to turn their aggression up via fixes in their Nex files. Perhaps having both fixes tunes them a bit too much. I'll play around with a game where they only have the top left systems and see how it goes.
so far i've been running the mod alongside dassault-mikoyan, Diable avionics, Interstellar imperium, and Kadur Remnant.
i'm of course rather unfamiliar with creating a mod for starsector, so i'm not entirely sure how causing hostility and how the 'behind the scenes' portion of invasion logic works, but would it perhaps be an idea to start their worlds off as small in terms of population and logistical capabilities but well defended (to prevent other hostile AIs or the player themselves from just wiping them out) and have a rapid growth modifier of some sort on them, to make their capacity for launching invasion fleets scale up over time?

Have you looked at the alternate ship pack I have imbedded in the RAR? It contains non-bug designs that are cleaner but still have an alien feel to them. I am no artist and have done a couple passes at cleaning them up, if you could list the ones you feel need some work I would appreciate it so I can see what I can do.
i have not, but i'll be sure to. it's not like it's a big issue or anything - they're already sufficiently horrifying to think about :).

as for the balancing aspect on a ship scale - less ships would certainly make it easier on you as a modmaker to get a comprehensive balancing done with less work, but i do not think that the variety of ships is an inherently bad thing, since they do make for more interesting fights. what i'd focus on during a balancing run are:
Flux/damage ratios of weapons systems
damage output capacity of missile systems with infinite/replenishing ammunition
speed vs tankyness vs equipment capacity of the ships themselves

since these areas are, at least to me, the biggest factors in the balance of a combatant.
again, i'm not a modmaker so i've little idea how hard or easy it would be, but the option to make each ship and piece of gear weaker but have a lot more of them in each fleet would also be an idea. they are a swarm, after all.

still, it's a very fun mod to play, and the concept is fantastic and horrifying in equal measure.

Edit: to clarify a bit what i meant with the "speed vs tank vs equipment capacity" point, i figured i'd slap some of the vanilla cruisers into a diagram to show a bit how i'm thinking - picture related. (bear with me, i'ven ot used a standard forum board structure in a while.)
Title: Re: [0.95.1a] Hiver Swarm - V0.96 - 06/19/22 - Aggression increase, beware the swarm
Post by: Dazs on July 05, 2022, 08:50:07 AM
Thank you for the clarification, I was away for the holiday so sorry for the delay in replying.
so far i've been running the mod alongside dassault-mikoyan, Diable avionics, Interstellar imperium, and Kadur Remnant.
i'm of course rather unfamiliar with creating a mod for starsector, so i'm not entirely sure how causing hostility and how the 'behind the scenes' portion of invasion logic works,
All great faction mods, I use them myself. Well NEX does use some logic when deciding invasions, generally the more hated then the more likely it will be invaded. Based on the faction mods you have listed it does not look like you have one that is on the left side of the map like Xhan Empire. The Hivers tend to go after systems closer to their section of the map first. For example, Luddic Church is one of the first targets since the Luds HATE tech and Hivers are high tech and they are one of the closer factions.
but would it perhaps be an idea to start their worlds off as small in terms of population and logistical capabilities but well defended (to prevent other hostile AIs or the player themselves from just wiping them out) and have a rapid growth modifier of some sort on them, to make their capacity for launching invasion fleets scale up over time?
That is probably one the the things I have struggled with the most in the patching since release. If I make them too weak in terms of numerical advantage, then they are wiped out by AI factions. If I make them too weak in terms of ship superiority then their fleets are usually intercepted by AI remnant fleets and destroyed before they can reach the core sectors.
i have not, but i'll be sure to. it's not like it's a big issue or anything - they're already sufficiently horrifying to think about :).
Lol nice that is the intention. :)  If you can stomach it, take a peek under the spoiler image on the first page that shows the changed ships vs their base ships and maybe the replacements are more to your liking. If you navigate to the Hiver Swarm mod folder under graphics\ships you can see all the base ships and the file name is their ship name. If you could give me an idea which specific ships you find blurry I would truly appreciate it, be brave little piglet!
as for the balancing aspect on a ship scale - less ships would certainly make it easier on you as a modmaker to get a comprehensive balancing done with less work, but i do not think that the variety of ships is an inherently bad thing, since they do make for more interesting fights. what i'd focus on during a balancing run are:
Flux/damage ratios of weapons systems
I have received some comments in the part regarding their flux efficiency so that was already on the to-do list but thank you just the same.
damage output capacity of missile systems with infinite/replenishing ammunition
Full disclosure, that was a mistake on my part when I initially set up their weapons that I never addressed. No specific reason for it, idk that was months ago :) I'll have it fixed/changed next patch.
speed vs tankyness vs equipment capacity of the ships themselves
since these areas are, at least to me, the biggest factors in the balance of a combatant.
again, i'm not a modmaker so i've little idea how hard or easy it would be, but the option to make each ship and piece of gear weaker but have a lot more of them in each fleet would also be an idea. they are a swarm, after all.
Well I do have them tanky and high speed in order to take advantage of their hull repairing ability to pair with their hit and run tactics. So they can move in, take a hit and weave out to repair. However I do see a case to make their larger ships slower and their smaller ones less tanky as a balance tweak.
still, it's a very fun mod to play, and the concept is fantastic and horrifying in equal measure.
Thank you so much! I am glad you think so, my goal was to provide the player base an organized faction to go up against versus random bounties and remnant fleets. I generally play as a neutralist and I wanted a no questions asked big bad and it doesn't get more than that with the Hivers.
Edit: to clarify a bit what i meant with the "speed vs tank vs equipment capacity" point, i figured i'd slap some of the vanilla cruisers into a diagram to show a bit how i'm thinking - picture related. (bear with me, i'ven ot used a standard forum board structure in a while.)
I get it now, thank you for taking the time to make and embed a graphic. The level of effort players such as yourself put into assisting me make my mods more enjoyable just floors me. I am so appreciative thank you.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Dazs on July 13, 2022, 01:32:16 PM
v0.97 released today - Save game compatible. Couple fixes, couple nerfs, changelog on the forum OP and in the RAR has the details.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Dafrandle on July 13, 2022, 07:23:19 PM
out of curiosity - how much flexibility does the game allow in the way a faction function?

If you could hide the faction from the player and the rest of the factions and force them to search for them - or better yet - have the player accidently stumble on their core worlds as they are out exploring, it would make them scarier.

I'd guess that Nexerelin probably doesn't allow for something like that though
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: 5ColouredWalker on July 13, 2022, 10:05:10 PM
out of curiosity - how much flexibility does the game allow in the way a faction function?

If you could hide the faction from the player and the rest of the factions and force them to search for them - or better yet - have the player accidently stumble on their core worlds as they are out exploring, it would make them scarier.

I'd guess that Nexerelin probably doesn't allow for something like that though

There is a mod that hides non-core worlds (except Nebula, where it doesn't work.), so this might be doable. However I'm not sure how this could be done for factions.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Dazs on July 14, 2022, 02:32:04 AM
out of curiosity - how much flexibility does the game allow in the way a faction function?

If you could hide the faction from the player and the rest of the factions and force them to search for them - or better yet - have the player accidently stumble on their core worlds as they are out exploring, it would make them scarier.

I'd guess that Nexerelin probably doesn't allow for something like that though

I tinkered with the idea of having them hidden like Blade Breakers or the Agni but I wanted them to be a threat to all the factions in the sector. By having their systems visible on the map it gives them a fully functional economy and the AI is more likely to go after them. They are essentially set up as a newly discovered, little known faction that hates everyone, it is why I have their info turned off on the intel tab.

If you do not already have Prav's Agni (prv Starwork) and/or Harmful Mechanic's Blade Breakers (Dassault-Mikoyan Engineering) I would highly recommend them to fill in that "what the heck did I walk into, oh crap RUN!" feeling.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: 5ColouredWalker on July 15, 2022, 02:32:40 AM
*Kills Legio Fleet*
Hiver's who hate everyone: Here's 1.5K in bounty payment.
Me: Uh... Thanks.

Edit: Are hiver ship blue prints supposed to be discoverable?
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Dazs on July 15, 2022, 08:33:06 AM
*Kills Legio Fleet*
Hiver's who hate everyone: Here's 1.5K in bounty payment.
Me: Uh... Thanks.
As far as the bounty payments, I have them flagged to not offer them and to hate everyone including the player so In theory it should not happen. However, it does occur occasionally and I have yet to figure out how to disable it fully. Sort of a lingering issue that is still a work in progress. I left it on the bottom of the list since it does not raise your reputation with them, that is hard capped. I'll reach out to Histidine, who was kind enough to help me with other NEX interactions and see if they can give me some insight.
Edit: Are hiver ship blue prints supposed to be discoverable?
The blue prints have been an ongoing tweak over the course of the mod. Originally I had them discoverable as any other, then I turned them off, then made them re-discoverable but broke them up into several blueprint packages and finally I blacklisted them from the prism freeport. All changes based on player feedback. Some players want them, others do not so this was the best compromise I could think of. I made them harder to get for those that want to discover them and I figured for the players that got them but did not want them, well they could just not use them.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: 5ColouredWalker on July 15, 2022, 03:38:05 PM
Bounties do raise reputation, but given it shoots back down on sight that's not relevant. The managed to post a global bounty and then shortly after that a regular one, but if it's being worked on it's being worked on.

As for the blueprints, while it's hilarious I found them on the opposite side of the sector, I've changed them to the optional ship set which fortunately works mid game and I might try them later.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Sicariau on July 23, 2022, 05:35:52 PM
any idea what could cause them to spawn in the core worlds?
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Dazs on July 23, 2022, 07:06:29 PM
I am unsure what you are referring to. In the last patch I moved their third system to the side of the map the first two are so there should be no trade travel across the core. They do conquer core worlds so perhaps you are seeing fleets spawn from a system that has has changed to Hiver. Some clarification would be appreciated so I can answer in better detail.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Sicariau on July 23, 2022, 08:39:56 PM
I am unsure what you are referring to. In the last patch I moved their third system to the side of the map the first two are so there should be no trade travel across the core. They do conquer core worlds so perhaps you are seeing fleets spawn from a system that has has changed to Hiver. Some clarification would be appreciated so I can answer in better detail.

sorry i should have been more clear.

ive played the mod before. it worked fine. i uninstalled for a few months before recently pulling it up again.  this time, when i loaded in a new game the hive home world spawned in the core systems from the beginning of the game. i tried to start a new game to test it again and same result. a little  more info: it was the derelict custom scenario included in nex and i have several other faction and QoL mods installed.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Dazs on July 24, 2022, 04:07:16 AM
Ah ok thank you for the details, that clears things up. A mod maker can only stipulate the position of their faction in a standard game. If you are playing with random core worlds, a must to play the derelict scenario, then yes they can appear anywhere like any other faction. Random is Random.

Personally I enjoy when I play that scenario and they spawn in the same system as Hegemony. Constant battling and if you are sneaky sneak enough, there is treasure galore to scavenge. :)
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Sicariau on July 24, 2022, 02:05:38 PM
Ah ok thank you for the details, that clears things up. A mod maker can only stipulate the position of their faction in a standard game. If you are playing with random core worlds, a must to play the derelict scenario, then yes they can appear anywhere like any other faction. Random is Random.

Personally I enjoy when I play that scenario and they spawn in the same system as Hegemony. Constant battling and if you are sneaky sneak enough, there is treasure galore to scavenge. :)
cheers. great mod by the way
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Sicariau on July 24, 2022, 02:08:08 PM
i wish there was a way to have them spawn after like 50 years or something, like a stellaris mid game crisis
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Dazs on July 24, 2022, 02:49:31 PM
Would be a nice feature but not possible to me knowledge. I did put them so far from the core so you can pretty much ignore them until you are ready, say midgame, as a compromise. Enjoy!
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: 5ColouredWalker on July 24, 2022, 07:48:24 PM
Arriving as a small faction should be possible, there's a mod that adds a Sci based faction that arives to the rin then swaps them with a AI faction latter from memory. But maybe the Sci ones there from the start and they swap, which means having a place holder faction. Perhaps peaceful bugs until poked?
I'll try to find that mod after work.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: Sicariau on July 25, 2022, 04:41:12 PM
Arriving as a small faction should be possible, there's a mod that adds a Sci based faction that arives to the rin then swaps them with a AI faction latter from memory. But maybe the Sci ones there from the start and they swap, which means having a place holder faction. Perhaps peaceful bugs until poked?
I'll try to find that mod after work.
thats a cool idea. have some flavor text if you find them early, "these bugs appear to me newly arrived to the sector, busy working on... something" then make them really aggressive expansionists
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: 5ColouredWalker on July 25, 2022, 09:54:17 PM
The mod is Vayra's sector (https://fractalsoftworks.com/forum/index.php?topic=16058.0).
While the modes defunct Vayra may be contactable.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: 5ColouredWalker on August 02, 2022, 02:10:12 PM
Just noticed a couple of the Hiver Swarm ships are ludicrously cheap, particularly the Swallowtail and Princess Heavy Cruisers which both run in the 20K range , being cheaper than destroyer level freighters. Just something I noticed during a build slot event. It also might be worth changing their Tag from High Tech to Hiver Swarm.
Title: Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
Post by: strinn on August 08, 2022, 01:55:27 PM
So I've done close to a full playthrough with this mod, and I have to say that it's still not very balanced after the last patch.

My biggest problem with the mod is that the added ships feel like they have no weaknesses. Many ships have strong shields, absurd levels of armor, strong hulls, damage boosting systems, lots of weapon slots, maneuverability, and speed. Missiles track targets indefinitely while dealing large amounts of damage and being shot in large numbers and being fast enough to track a Scarab, which makes them more threatening than Reapers even at their optimal distance. Fighters are too tough due to having both shields a lot of armor/hull while being able to deal absurd amounts of damage, especially through missile barrages, which some of them have multiple of by the way, unlike vanilla fighters and bombers that have to come back to the carrier to replenish theirs. Many of the carriers also have strong frontal weapons and good maneuverability which are things that carriers are meant to lack. Phase ships either have too much flux capacity, due to which they can stay phased much longer than they should reasonably be allowed to.

Comparing them to the [REDACTED], the [REDACTED] don't have strong fighters/interceptors or bombers since they die quite fast, many of their ships don't have good burst damage, many of them don't have good enough maneuverability, mobility, and tankiness to get out of dangerous situations, most of their systems only improve survivability and mobility slightly (like the flare launcher on the brilliant). Hiver ships have very few, if any, of those weaknesses.

In my current game, I'm playing with ScalarTech ships which are able to reliably enough destroy Hiver fleets since the ships are balanced well enough around the stronger vanilla ships, but I don't even know if killing Hive fleets would be possible while playing as a weaker faction like Diable Avionics where ships rely on grinding out the enemy, fragile strike craft, and burst damage high-cost weapons because of the high shield and armor/hull values, hull regeneration, and high density of fire + strong point defense weapons.

The idea of the mod is cool and I have definitely enjoyed trying to come up with strategies against them, but I don't think I'll be using this mod in my next playthroughs because the Hivers' fleets ultimately just aren't fun to play against