Tested with 0.54.1a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-34 custom ships (4 F, 13 FF, 6 DD, 5 CL, 6 BB)
-3 factions (Antediluvians + two special sub-factions) + 1 planet and station, 9 different fleet types
-weapons now have visual recoil
-14 portraits (7 male, 7 female)
-custom sounds for weapons
-custom names and custom ship prefix
-supply convoys
To be fixed / added:
-more story-driven missions - IN PROGRESS
Download:
Download! (http://www.mediafire.com/?f1tbkos568abvcb)
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)
The aptly named world of Atlantis was an aquatic place. The planet's atmosphere constantly covered by perfect white clouds, continuously pouring crystal clear water down upon the planet's liquid surface. While land-mass was indeed present, it remained secluded and wholly covered by an endless ocean. Winds were calm, as was the water. It coloured a green-blue haze in the sun's basking light. Hence lending it its name of Celadon Sea.
Beneath the tranquil waves rested a city, colonized by teams of researchers. Cerulean City, home to many a brilliant aquatic scientist. Being secluded for so many cycles, the Antediluvians (as they started to call themselves) began harvesting algy. The algies of Atlantis were processed into foodpaste and a source of energy. Soon the Atlantean inhabitants would become completely independent and autonomous. No longer relying on supplies brought in by exterior colonies.
However, learning of the hostile strife between the forces outside of their planet, the Antediluvians soon sought to enhance their aquatic vehicles for space-bound warfare. Near-frigate sized submarinal vessels were equipped with ionized engines, able to breach the planet’s atmosphere. Great fans covered the outer parts of the engine-tubes, propelling ionized gasses in space, as it would push water in the oceans.
Few enhancements were necessary. As these ships were build to withstand the great pressures of Atlantis' oceans, and were equipped with ballistic systems fit to break rock and shatter the thick crust of Atlantis, during research missions. This would result in a series of heavily armoured space ships, fitted with high-pressure ballistics. Most of their weapons would be powered by ionized gasses, harvested from the very algae that is their foodstuff and source of oxygen.
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/IDF/ffusx/sign_avd_small2.png) Race:
Behavior:
Motto:
Traits:
Goals:Antediluvians of Atlantis
Calculative. Plotting. Insidious.
Memento Ostium Athena!
Innovative, Resourceful, Swift and Practical.
Defense of Atlantis. Acquisition of knowledge.
Ships:
Frigates:
Atlantean frigates originated from Antediluvian submarinal designs. On average, these massive subs were over 100 meters in length and 25 meters wide. They were manufactured at Cerulean City's fixed Submarinal Moor. This shipyard was at one time considered to be massive, but by the advent of the extra-planetary wars, it was outdated and lacking in size. It offered space for the construction of a 120 by 40 meter vessel. Unfortunately, for a warship to be competitive in spacial warfare, wielding sufficient weapon- and engine power, it would require a hull larger than what this old shipyard could accommodate.Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Column_Shading.png)
Column-class Satellite Length: 44m / Berth: 57m Rating: **
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Column.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Donovan_Shading.png)
Donovan-class Frigate Length: 116m / Berth: 36m Rating: ***
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Donovan.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Anchor_Shading.png)
Anchor-class Frigate Length: 105m / Berth: 35m Rating: *
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Anchor.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Cape_Shading.png)
Cape-class Frigate Length: 119m / Berth: 31m Rating: ***
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Cape.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Forlorn_Shading.png)
Forlorn-class Frigate Length: 110m / Berth: 25m Rating: **
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Forlorn.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Sentinel_Shading.png)
Sentinel-class Frigate Length: 114m / Berth: 23m Rating: **
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Sentinel.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Azores_Shading.png)
Azores-class Frigate Length: 106m / Berth: 33m Rating: *
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Azores.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Bulwark_Shading.png)
Bulwark-class Frigate Length 97m / Berth: 22m Rating: **
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Bulwark.png)[close]
---
Destroyers:
Lacking the facilities and size to construct destroyer-classed hulls, the Cerulean Submarinal Moor was superceded by a floating shipyard. This floating manufacturing facility graced the waves of the Celadon Sea. No longer being attached to Cerulean City, construction crews would ferry over on Cape-classed ships. The Timaeus Moor was constructed to offer space for ships the size of 180 by 60 meters. Plans for this new floating shipyard were not unique, however. Cycles before the extra-planetary conflicts, scientists had already drawn up plans for a floating facility able to accomodate large sea-bound vessels.Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Destroyer_Timaeus_Shading.png)
Timaeus-class Destroyer Length: 168m / Berth: 41m Rating: ***
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Timaeus.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Destroyer_Critias_Shading.png)
Critias-class Destroyer Length: 170m / Berth: 49m Rating: ***
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Critias.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Oracle_Shading.png)
Oracle-class Pocket Cruiser Length: 204m / Berth: 62m Rating: ****
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Oracle.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Destroyer_Halyard_Shading.png)
Halyard-class Sonic Destroyer Length: 172m / Berth: 44m Rating: ****
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Halyard.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Destroyer_Poseidon_Shading.png)
Poseidon-class Satellite Length: 73m / Berth: 69m Rating: ***
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Poseidon.png)[close]
---
Cruisers:
Dedicated Antediluvian cruisers were considered too massive to be launched to space from the Planetary-Launch System. Instead, these massive warships were constructed in orbit of the planet Atlantis. Great naval yards drifted through the celestial rotation. Often fashioned from makeshift materials, attached to Gibborim-class stations. In later stages, these makeshift naval yards made way for Calypso-class stations and their dedicated construction yards. Able to accomodate vessels ranging anywhere from a frigate's tonnage to that of a cruiser.Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Deluge_Shading.png)
Deluge-class Cruiser Length: 238m / Berth: 75m Rating: *****
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Deluge.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Gadeirus_Shading.png)
Gadeirus-class Cruiser Length: 238m / Berth: 70m Rating: *****
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Gadeirus.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Nephilim_Shading.png)
Nephilim-class Advanced Cruiser Length: 253m / Berth: 109m Rating: *****
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Nephilim.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Gibborim_Shading.png)
Gibborim-class Station Length: 103m / Berth: 103m Rating: ****
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Gibborim.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Athens_Shading.png)
Athens-class Station Length: 169m / Berth: 143m Rating: *****
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Athens.png)[close]
---
Capital ships:
Capital sized vessels were far and few between. Antediluvians lacked the raw materials, especially in early cycles, to produce gargantuan sized vessels. It was more viable to construct multiple small ships for various purposes than a handful of costly capital ships. However, Calypso colonies proved so successful at handling multiple tasks that several were fitted with aft sections. These aft sections contained massive engine compartments, able to drive these humongous vessels into deep space.Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Capital_Calypso_Shading.png)
Calypso-class Orbital Colony Length: 300m / Berth: 269m Rating: ******
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Calypso.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Capital_Atlantis_Shading.png)
Atlantis-class Sirius Starship Length: 370m / Berth: 218m Rating: ******
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Atlantis.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Capital_Atol_Shading.png)
Atol-class Harbourship Length: 572m / Berth: 287m Rating: *******
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Ship_Atol.png)[close]
Weapons:Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Pressure_Turret_Final.png)
APT-10 "Plato" Antediluvian Pressure Turret Small, Ballistic
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Plato.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Extended_Turret_Final.png)
AET-20 "Socrates" Antediluvian Extended Turret Small, Ballistic
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Socrates.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Dual_Turret_Final.png)
ADT-20 "Bermuda" Antediluvian Dual Turret Small, Ballistic
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Bermuda.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Triple_Turret_Final.png)
ATT-25 "Utopia" Antediluvian Triple Turret Small, Ballistic
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Utopia.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Advanced_Turret_Final.png)
AAT-15 "Atlas" Antediluvian Advanced Turret Small, Ballistic
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Atlas.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Superiority_Turret_Final.png)
AST-20 "Hermes" Antediluvian Superiority Turret Small, Ballistic
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Hermes.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Torpedo_Launcher_Final.png)
ATL-10 "Deucalion" Antediluvian Torpedo Launcher Small, Missile
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Deucalion.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Advanced_Launcher_Final.png)
AAL-15 "Prometheus" Antediluvian Advanced Launcher Small, Missile
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Prometheus.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Launcher_Rack_Final.png)
ALR-20 "Pandora" Antediluvian Launcher Rack Medium, Missile
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Pandora.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Sonic_Pulse_Turret_Final.png)
ASP-10 "Solon" Antediluvian Sonic Pulse Turret Medium, Energy
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Solon.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Advanced_Pulse_Turret_Final.png)
AAP-20 "Delphi" Antediluvian Advanced Pulse Turret Medium, Energy
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Weapon_Delphi.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Slug.png)
PPS Pressure Projected Slug Ballistic Projectile
A relatively small projectile. The PPS is a solid titanium slug, fired from a range of Antediluvian pressure operated weaponsystems. The slug is on average 2 meters in length and 1.5 meters wide. The sheer force behind the impact, generated by its velocity, can cause great trauma to a ship's hull. For it to maintain a straight heading in the weightlessness of space (as it did in the weightlessness of Atlantis' ocean) the slug must be propelled through a rifled barrel.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Torpedo.png)
HPT High Pressure Torpedo Missile Projectile
The HPT is a semi gas-operated projectile, hosting an explosive warhead. The projectile is initially fired from an Antediluvian launch bay, under high pressures. Immediatly after leaving the torpedo tube, the projectile will start to power itself by means of a small ionized gas reserve, giving it an even greater action-range. The torpedo itself is hollow, made from a titanium alloy.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Pulse.png)
Pulse Ripple Energy Projectile
The Drum-Chambers in a sonic weapon can cause ripples in the very fabric of space. These ripples shoot forth in a directed pulse, causing great trauma upon impact.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Reflector_Final.png)
"The ARB-10 'Cleito' Antediluvian Reflector Beam. A water based laser beam that can cover incredible distances.
The ARB-10 is the Antediluvian answer to phase technology. As a ship equipped with a Cleito can quickly hit targets over greater distances. These reflectors are now found on larger ships, previously unable to catch up with their phasing prey. The beam is conjured by sending light through a system of aqua-based reflecting pools, at nano levels."[close]
Portraits:
male:
Male suits are bulkier than their female counterparts. They hold the same life-support systems. Only with these suits they are tucked away within the fabric of the vestment.Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_01_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_02_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_03_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_04_Final-1.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_05_Final.png)[close]
female:
Female suits offer exterior oxygen intake and carbon dioxide outtake tubes. The intake runs along from the back of the suit, where a small oxygen container is attached. The outtake escapes from the nozzle tube, and continues down to a storage tank attached to the suit's belt.Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_06_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_07_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_08_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_09_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Portrait_10_Final.png)[close]
Both the oxygen container and carbon dioxide tanks can be removed and reattached to a suit. The carbon dioxide is emptied into the ship's algy tanks. There the poisonous matter is converted back into oxygen.
And on a further note, what will be the max ship size for the mysterious faction?
[edit]
Do you feel that the modding community needs a 'swarmish' mod, K-64?
Stunning job so far man, keep the goodness coming. I really love the effort you put in both your sprites and lore...<3
Also, when we can we least expect an release?
.........perhaps add an introductionary video......
I'm excited about turning this into my first proper faction.
Soon.
[edit]
Do you feel that the modding community needs a 'swarmish' mod, K-64?
[edit]
Do you feel that the modding community needs a 'swarmish' mod, K-64?
Not as such, really. Was mainly asking due to the small size of the ships, thought that maybe to make up for lack of guns on larger platforms, you'd have more platforms flying about the place.
The aptly named world of Atlantis was an aquatic place.
Donovan-class Frigate
.........perhaps add an introductionary video......You can make those?? Is it going to be like the ITOG:TA intro videos or?
:D
Are you going to be making a fancy new planet-type for this faction by any chance?
Maybe when I have the time, Upgrade.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Timaeus_Destroyer.png)
Timaeus-class Destroyer
The Timaeus was originally designed to serve as a deep-ocean vessel of exploration. Its massive size and enormous bulkheads allowed for it to withstand the brutal pressures of the deep seas, like no other vessel before it. It also offered large amounts of space for research personnel and equipment. Launching a Timaeus into space proved difficult due to its sheer mass and size. Its own engines simply could not power the vessel through Atlantis' atmosphere. Hence a Planetary Launch-System (PLS) was constructed, firing off the Timaeus through the planet's atmosphere and away from its gravitational pull, much like a bullet.
Nope. ;D
That was me. That's nifty.True. And underwater the weapon would technically also prove useless, as vibrations quickly diminish underwater, leaving little more than a few bubbles after a short distance. Even more so in the vacuum of space. (you may have noticed how I'm treating space and submarinal as interchangeable for my mod)
One issue though.
Vibrations may carry far across seas, not so much a vacuum.
Also, I see your weapon slots there, very obvious. How do they work? Hard points? 360 turrets? Wut?
You know, in vacuum, there are no atoms at all.
XD
In fact, I think I'll adopt one as avatar. :D
Make them old people, space geezers ahoy!!
Goes with their logo. ;D
You should name their queen, Misty.:D
},
"water_world":{ # Antediluvian homeworld
"name":"Atlantis",
"tilt":-40, # left-right (>0 tilts to the left)
"pitch":-20, # towards-away from the viewer (>0 pitches towards)
"rotation":-3, # degrees/second
"planetColor":[255,255,255,255],
"atmosphereThickness":0.5, # as fraction of radius. Set to 0 for no atmosphere
"atmosphereThicknessMin":62, # minimum thickness in pixels - used when radius * atmosphereThickness is really low
"atmosphereColor":[30,90,140,130],
"texture":"graphics/planets/planet_water01.jpg",
"icon":"graphics/warroom/icon_planet.png",
"iconColor":[120,170,210,255],
"isStar":false,
"lightPosition":[0,0,10], # in planet radii. Not used for stars. z > 0 is above the playing field.
"cloudTexture":"graphics/planets/clouds_banded01.png", # omit for no cloud layer
"cloudColor":[83,153,199,150],
"cloudRotation":-5, # degrees/second, optional
"cloudOffset":5, # optional, this is how much bigger the cloud sphere is than the planet. Good values are 2-10
},
package data.scripts.world;
import java.awt.Color;
import java.util.List;
import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.SectorGeneratorPlugin;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.fleet.FleetMemberType;
@SuppressWarnings("unchecked")
public class AntediluvianGen implements SectorGeneratorPlugin {
public void generate(SectorAPI sector) {
StarSystemAPI system = sector.getStarSystem("Corvus");
// SectorEntityToken centre = system.getEntityByName("star_yellow");
SectorEntityToken token = system.createToken(15000, 0);
SectorEntityToken centre = system.createToken(0, 0);
SectorEntityToken Atlantis = system.addPlanet(centre, "Atlantis", "water_world", 150, 200, 12000, 200);
system.addSpawnPoint(new AntediluvianSpawnPoint(sector, system, 5, 1, token));
FactionAPI antediluvian = sector.getFaction("antediluvian");
antediluvian.setRelationship("hegemony", 0);
antediluvian.setRelationship("tritachyon", -1);
antediluvian.setRelationship("pirates", -1);
antediluvian.setRelationship("independent", 0);
antediluvian.setRelationship("player", 0);
water_world,PLANET,"Fair Atlantis is a blue-green jewel, sitting in the Corvus system. It is covered by the Celadon Sea, a never ending ocean below which rests the Antediluvian home of Cerulean City."
3054 [Thread-6] ERROR com.fs.starfarer.combat.String - org.json.JSONException: JSONObject["type"] not found.
org.json.JSONException: JSONObject["type"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.super.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Atlantis, Aquatic
Fair Atlantis is a blue-green jewel sitting in the Corvus system.
It is covered by the Celadon Sea.
A never ending ocean below which rests the Antediluvian home of Cerulean City.
{
"id":"plato", # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"BALLISTIC",
"size":"SMALL",
"turretSprite":"graphics/weapons/antediluvian_pressure_turret_final.png",
"turretGunSprite":"graphics/weapons/antediluvian_pressure_turret_final.png",
"hardpointSprite":"graphics/weapons/antediluvian_pressure_turret_final.png",
"hardpointGunSprite":"graphics/weapons/antediluvian_pressure_turret_final.png",
"visualRecoil":3, # the gun sprites are only used if this is non-0
"turretOffsets":[12, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[17, 0],
"hardpointAngleOffsets":[0],
"renderHints":[RENDER_BARREL_BELOW],
"barrelMode":"ALTERNATING", # or LINKED. whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",
"muzzleFlashSpec":{"length":20.0, # only used if animationType = MUZZLE_FLASH
"spread":6.0,
"particleSizeMin":6.0,
"particleSizeRange":8.0,
"particleDuration":0.15,
"particleCount":7,
"particleColor":[255,240,165,200]},
"projectileSpecId":"slug", # projectile that will be fired
"fireSoundOne":"machine_01",
"fireSoundTwo":"slug_01",
}
{
"id":"slug",
"specClass":"projectile",
"spawnType":"BALLISTIC_AS_BEAM",
"collisionClass":"RAY",
"collisionClassByFighter":"RAY_FIGHTER",
"length":30.0,
"width":3.5,
"fadeTime":0.3,
"fringeColor":[240,220,220,200],
"coreColor":[245,245,245,80],
"textureScrollSpeed":64.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/weapons/proj/slug.png"
}
Well, it's just the codex. It might not be working properly any how.
SF boots up just fine. However, the weapons are missing from the codex ingame. I can't figure out why. Is it these lines?:
"turretSprite":"graphics/weapons/antediluvian_pressure_turret_final.png",
"turretGunSprite":"graphics/weapons/antediluvian_pressure_turret_final.png",
"hardpointSprite":"graphics/weapons/antediluvian_pressure_turret_final.png",
"hardpointGunSprite":"graphics/weapons/antediluvian_pressure_turret_final.png",
Can't I use the same image for all lines?
One thing I noticed, when I use commas in .CSV files (like the descriptions.CSV) they just cut off the text. But I have seen descriptions use commas ingame. Thoughts?
Example:
This is a cool ship, because I say so. would become This is a cool ship. The text behind the comma is cut off.
An obvious way to make this work is by putting the text in quotation marks... But if I do that, the game won't boot.
Here's a question for you modders out there. What program do you use to open and edit .CSV files? I myself use Microsoft Office Excel 2007.
Interesting thoughts about the algy used to power the engines and create foodstuff. I'll take what you folks posted into consideration.
Here's a question for you modders out there. What program do you use to open and edit .CSV files? I myself use Microsoft Office Excel 2007.
I'm asking, because when I open a mod that's been working perfectly, and open up a .CSV file with quotation marks, and save it (without editing anything), the mod suddenly won't boot. It is like Excel corrupts the file if it has quotation marks in it.
Thanks for the replies. I'll set up OpenOffice then and give that a try.
[edit]
nevermind, notepad works just as well! :D
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Destroyer_Poseidon_Final.png)
Poseidon-class Satellite Length: 65m / Berth: 65m
No description yet... destroyer sized weapons satellite.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Destroyer_Poseidon_Final.png)
Poseidon-class Satellite Length: 65m / Berth: 65m
No description yet... destroyer sized weapons satellite.
So what will this do for me?
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Destroyer_Poseidon_Final.png)
Poseidon-class Satellite Length: 65m / Berth: 65m
No description yet... destroyer sized weapons satellite.
So what will this do for me?
Slow, very high turn rate, two fairly heavy weapons that rotate 240 degrees. Very heavy armor and many hitpoints. All in all it is a slow-moving weapons platform. Perfect for holding on to captured positions, or for defending carrier craft (which the faction doesn't have :P).
This ship might prove necessary, since the Antediluvians don't have any dedicated cruisers or captital ships (at this stage).
destroyer sizedBut it's tiny.
Heh. Well it is about as broad as a destroyer, hence it fits the destroyer class. Plus it has the flux capacity of a destroyer and weaponry to match.Quotedestroyer sizedBut it's tiny.
I like it, though.
I like it. It's the sort of thing I'd like to use as a flag ship, I like focusing more on the strategy and I prefer gunning to piloting.
Do I have your permission to make a mission storyline with this mod :D?
Do I have your permission to make a mission storyline with this mod :D?
..........Sure. If you have the know-how and the can-do.......
Not intended, good man.
@Erick: I just noticed that your male Antediluvian aquatic suit helmets have no tubes, but the female ones do. I guess male Antediluvians are too awesome to need to breathe? 8)
YES! I've managed to add the ASV prefix to ships in the campaign. It finally works!You don't have to remove the description....
I had to remove this line:
"description":"No description yet.",
and add this instead:
"shipNamePrefix":"ASV",
YES! I've managed to add the ASV prefix to ships in the campaign. It finally works!You don't have to remove the description....
I had to remove this line:
"description":"No description yet.",
and add this instead:
"shipNamePrefix":"ASV",
You could've added the shipnameprefix line directly underneath that line :)
FYI: Line numbers, and in fact all whitespace characters, are irrelevant with the JSON format. Ordering is irrelevant for objects {}, but not for arrays [].
Should I design a dedicated torpedo ship?
Will the torpedo boats be in the next version?
After finally managing to chase down a fleet of Antediluvians on Uomoz's modpack, I discovered 3 things. These ships are goddamn fast, spent a good 4-5 minutes trying to bump a fleet that was neutral. Their ships are TINY! And they seem unnaturally sturdy, too. I reloaded save and bumped another fleet and noticed even the frigates have around 400-500 armor, despite being about the size of a shuttle. They also seem to rely on speed and numbers to attack others, and they otherwise falter if they can't stack themselves against other combatants.
FWIW, some well-intentioned graphical feedback for you here (http://fractalsoftworks.com/forum/index.php?topic=1799.msg34804#new). I look forward to future developments with your fleet, Erick Doe. :)
Wow, that's decisively an improvement!
That's the stuff, a question and a musing though.
Why do the females need ear pipes? (Quips and puns aside.)
I'm curious why no one ever seems to do glows for the lights or sensor rods on their vessels. Mine have them and personally I really like the look of it, even when it's subtle.
Not that I'm saying you should, I just personally think it helps to break up the monotony of the a colour scheme with out breaking up the colour scheme.
Huh, I've read most of the thread, if not all, of the thread and don't recall. Oh well, not like it's important.
Very big ship, very cool ship, Quick question, is it basically the large space station with a massive engine section attached?Basically, yes. :)
Won't the guns in the center, especially the one in the very middle, have gimped range?
:Q
Update asap! (I'll be rewriting diplomacy code for Uomoz's Corvus, planning to add some Antediluvians love).
I'll be back from uni in 5-6 hours at least, so no worries. (I'm re-thinking the whole diplomacy system, you can now "force" alliances between factions and let your side dominate the system!)
I don't know if I'm a bit late with this, but the reskin on the ships looks great man, awesome job!
Lookin' good, Erick! Lookin good.
{
"id":"ante", # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"BALLISTIC",
"size":"SMALL",
"displayArcRadius":250,
"turretSprite":"graphics/antediluvians/weapons/Antediluvian_Pressure_Turret_Final.png",
"turretGunSprite":"graphics/antediluvians/weapons/Antediluvian_Pressure_Turret_Final.png",
"hardpointSprite":"graphics/antediluvians/weapons/Antediluvian_Pressure_Turret_Final.png",
"hardpointGunSprite":"graphics/antediluvians/weapons/Antediluvian_Pressure_Turret_Final.png",
"renderHints":[RENDER_BARREL_BELOW],
"visualRecoil":0.0, # the gun sprites are only used if this is non-0
"turretOffsets":[10, -2, 10, 2],
"turretAngleOffsets":[0, 0],
"hardpointOffsets":[15, -2, 15, 2],
"hardpointAngleOffsets":[0, 0],
"barrelMode":"ALTERNATING", # or LINKED. whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",
"muzzleFlashSpec":{"length":20.0, # only used if animationType = MUZZLE_FLASH
"spread":6.0,
"particleSizeMin":6.0,
"particleSizeRange":8.0,
"particleDuration":0.15,
"particleCount":7,
"particleColor":[255,240,165,200]},
"projectileSpecId":"ante_shot", # projectile that will be fired
"fireSoundOne":"gun_mechanicals_light_up_whirr",
"fireSoundTwo":"gun_rapid_1",
}
{
"id":"ante_shot",
"specClass":"projectile",
"spawnType":"BALLISTIC_AS_BEAM",
"collisionClass":"RAY",
"collisionClassByFighter":"RAY_FIGHTER",
"length":30.0,
"width":3.5,
"fadeTime":0.3,
"fringeColor":[240,220,180,200],
"coreColor":[245,245,225,80],
"textureScrollSpeed":64.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/antediluvians/missiles/Slug.png"
}
Ante Cannon,ante,1,200,250,,15,,1,75,4,1000,,FRAGMENTATION,3,,0,0.05,1,,0,15,1,15,,800,,,10,PD,1
The line "projectile" needs to be in full capital, i believe.
Also, the only thong that comes to mind is really an id error inside the weapon_data.csv file
name,id,tier,base value,range,damage/second,damage/shot,emp,impact,turn rate,OPs,ammo,ammo/sec,type,energy/shot,energy/second,chargeup,chargedown,burst size,burst delay,min spread,max spread,spread/shot,spread decay/sec,beam speed,proj speed,launch speed,flight time,proj hitpoints,hints,number
AnteCannon,ante,1,200,250,,15,,1,75,4,1000,,FRAGMENTATION,3,,0,0.05,1,,0,15,1,15,,800,,,10,PD,1
name,id,tier,base value,range,damage/second,damage/shot,emp,impact,turn rate,OPs,ammo,ammo/sec,type,energy/shot,energy/second,chargeup,chargedown,burst size,burst delay,min spread,max spread,spread/shot,spread decay/sec,beam speed,proj speed,launch speed,flight time,proj hitpoints,hints,number
AnteCannon,"ante",1,200,250,,15,,1,75,4,1000,,FRAGMENTATION,3,,0,0.05,1,,0,15,1,15,,800,,,10,PD,1
name,id,tier,base value,range,damage/second,damage/shot,emp,impact,turn rate,OPs,ammo,ammo/sec,type,energy/shot,energy/second,chargeup,chargedown,burst size,burst delay,min spread,max spread,spread/shot,spread decay/sec,beam speed,proj speed,launch speed,flight time,proj hitpoints,hints,number
AnteCannon,"ante",1,200,250,,15,,1,75,4,1000,,FRAGMENTATION,3,,0,0.05,1,,0,15,1,15,,800,,,10,PD,1
Wait! I think I figured it out. Wish me luck!
"turretSprite":"graphics/antediluvians/weapons/Antediluvian_Pressure_Turret_Final.png",
"turretGunSprite":"graphics/antediluvians/weapons/Antediluvian_Pressure_Turret_Final.png",
"hardpointSprite":"graphics/antediluvians/weapons/Antediluvian_Pressure_Turret_Final.png",
"hardpointGunSprite":"graphics/antediluvians/weapons/Antediluvian_Pressure_Turret_Final.png",
"relics_ultima","WEAPON","Ultima is devastating weapon. Fires two projectiles in burst, each dealing astonishing 7k of pure kinetic damage. It's a shield worst nightmare. In Heg or Tri fleets there is no ship capable of sustaining one burst of Ultima. It's clear that first shoot is used to overload shields or to put flux in overdrive forcing target to vent and second one is heavy hitter. However such power come with cost and for all other ship that cost is unreachable. It swallow 20.000 energy units per burst. It's fast recharge rate and long range are paired with relatively slow projectile speed so its quite a challenge to hit something far away despite long range. This weapon pose biggest treat to slow moving capital ships.","Fire Support",
I wouldn't worry about any AI issues for now - the AI improvements for 0.52a are extensive.
As for ship OP - I add up 5/10/20 points for each weapon slot (based on size), then add 10/20/30/50 OP based on hull size, and then add a bonus of between 0 and the hull size OP quantity, based on how "military" the ship is supposed to be. Or something close to that - I've got it written down somewhere, but this is from memory :)
Your way of doing it seems just fine, too, except for not making a distinction between military and non-military ships.
I checked yours ships OP values and here is my observations:
Atlantis OP should be from 260 up to 310. Currently is 250.
Azores OP should be from 35 up to 45. Currently is 55.
Calypso OP should be from 210 up to 260. Currently is 210.
Cape OP should be from 40 up to 50. Currently is 60. But i see its advanced craft. So this could be ok then :)
Deluge OP should be from 120 up to 150. Currently is 160.
Donovan OP should be from 45 up to 55. Currently is 60.
Forlorn OP should be from 40 up to 50. Currently is 60.
Gadeirus OP should be from 140 up to 170. Currently is 180.
Oracle OP should be from 95 up to 115. Currently is 90.
Timaeus OP should be from 75 up to 95. Currently is 75. This is in limits BUT all other ships, the ones not in this list, have theirs OP for 10 or 5 OP less then maximum OP value.
Rest of ships are ok they have OP values for 5 or 10 lowered then max OP...
So have you considered splitting the weapon's sprites into base / barrel and giving the weapons recoil?
If you want recoil-less guns, that's cool, I just wasn't sure if you'd thought about it.
These things are a bit OP... you can't catch them, they take ALL THE POINTS, they outrun any fighters with the guns and armour to face them, and their broadsides can wreck anything up to twice their FP cost, including fighter blobs. Maybe the new AI is just really skilled with them.
lowering the arcs might actually help a bunch with the balance, cause right now the stats feel pretty balanced
extended turret had such a long barrel, that it looked as if the barrel was hanging over the ship's weaponmount, because the graphic gets centralized.That's another thing that'd be helped by seperating your weapon graphics. I can do it for you, if you like.
Quoteextended turret had such a long barrel, that it looked as if the barrel was hanging over the ship's weaponmount, because the graphic gets centralized.That's another thing that'd be helped by seperating your weapon graphics. I can do it for you, if you like.
Finally done balancing the weapons. They also fire a lot slower now. Turn slower. Aaand... They now have custom sounds! 8)
Made them myself. :)
Using a microphone and Audacity 1.3
Tested with 0.52a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-20 custom ships (8 FF, 5 DD, 5 CL, 2 BB)
-1 faction + planet and 5 different fleet types
-10 custom weapons, 3 projectile types
-10 portraits (5 male, 5 female)
-custom sounds for weapons
-custom names and custom ship prefix
To be fixed / added:
-more story-driven missions - IN PROGRESS
Download:
http://www.mediafire.com/file/pla5mpp1hodgssh/AntediluvianDev10.zip
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)
I'll be right on it ;).
I'll be right on it ;).
*cracks whip*
Hehheh. Nah, take your time! ;D
Great! :D
You didn't forget bits and pieces this time, did you? :-X
Great! :D
You didn't forget bits and pieces this time, did you? :-X
Yeah, the non-shaded sprites. I ""forgot"" them :D.
Maybe I should make a version with OP weapons, just for that mod. :PI will be happy :)
Next release will also contain a little secret. I won't say much about it, except give you this hint:
(http://img29.imageshack.us/img29/8968/readingthiswonthelpfind.png)
Aquatic space zombies from space who also happen to be aquatic?
Tested with 0.52a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-20 custom ships (8 FF, 5 DD, 5 CL, 2 BB)
-1 faction + planet and 5 different fleet types
-10 custom weapons, 3 projectile types
-10 portraits (5 male, 5 female)
-custom sounds for weapons
-custom names and custom ship prefix
-a super secret surprise! :o
To be fixed / added:
-more story-driven missions - IN PROGRESS
-more lore
Download:
Download! (http://www.mediafire.com/file/08c1ch860ke85a5/AntediluvianDev11.zip)
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)
First to post a screenshot of the surprise gets an Atlantean algae cookie! ;D
(http://i48.tinypic.com/28jf6td.jpg)
It wouldn't happen to be THIS secret, would it?
In return, you should tell me if its capture-able ;)Yes, it is capture-able! But considering its spawn rate, it will be difficult to obtain.
Hey!8 unguided torpedoes on each side? Waidaminute! Are you playing Dev version 11? Because the one with launchers on each side is from an old version. I changed that almost immediatly because it wasn't very handy. Do your ships have Antediluvian (green, like in the picture above) weapons? I've also added a lot more torpedo launchers to ships, except for maybe the frigates (only 3 frigates have torpedoes).
I have played some of the missions, and the super starbase don't feel totally right, the 8 unguided torpedoes, 4 on each side, fire simultaneously, is it ok?
Also, I find the ships not that powerful or even well designed, I mean from a 'tactical standpoint'. I'm not saying you did a bad job, this can be on purpose, because the Antediluvians are not master engineers, perhaps ;D
How about giving them more torpedoes, I see you reference submarines in the texts. This would make sense no? Something along the lines of old submarines, like in Jules Vernes, with the Nautilus? Or references to the first submarines invented by mankind, like the one done by the Confederate during the Civil War, who sunk a Federal ship (CSS Hunley was her name, and she was a crappy thing with a single detonation munition)?
Anyway, I really like their look, it feels lovely ancient, obsolete and secret, in a way, as if these people never had contacts with others civilisations. Congrats!.
Ah yes, I discovered them in Uomoz mod, and played some missions too within the mod. I need to work them more it seems, thinking 'broadside' and groups.
Now a broadside made of unguided torpedoes would feel very 'sail ships of old pounding on each others' :)
WW-2 style PT/or destroyers would be awesome!Ah yes, I discovered them in Uomoz mod, and played some missions too within the mod. I need to work them more it seems, thinking 'broadside' and groups.
Now a broadside made of unguided torpedoes would feel very 'sail ships of old pounding on each others' :)
I agree :) ...I'm thinking about creating a torpedo cruiser and torpedo destroyer, much like I've already done a torpedo frigate:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Bulwark_Shading.png)
Look! It has a torpedo broadside! (the open grey spots on the right side of the hull)
Ahhhh yes, I see the other stuff. Very very nice, I LOVE the idea. You should make them have excessive health and armor.
I'll have a go at making custom hull modifications, see if that works. I'll also update some of the descriptions, there's a few missing.
Beware the graveyards?
Why would they have torpedoes and slow missiles at all, from a fluff standpoint? Their ships are almost all either fast enough to run from even swarmers or have massive PD.
Beware the graveyards?
I still have to write up the lore for it. An algae experiment gone wrong? :o
You'll notice strange things floating in space. Nigh invisible on radar. Won't say much more than that. ;)
So many pewpew slots on that ship. :P
Algae cookie would taste nice.
Algae cookie would taste nice.
Yes, yes it would.
Go for it, I did a scorpion sort of ship where a frigate could easily get stuck be the 'claws' where my carronades (in place of the eyes) and EMP laser (attached to the stinger) could blow it all to hell.
Worked perfectly.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Launcher_Rack_Final.png)
ALR-20 "Pandora" Antediluvian Launcher Rack Medium, Missile
A sizeable weapons-rack designed to hold up to two Prometheus launchers. The Pandora rack comes with an advanced computing system, calibrated to launch individual torpedoes, varying between the tubes.
:o
Easy? They're not supposed to be easy. What made it so easy to defeat one?
Hey Erick, while you're here, I don't suppose I can get an update on whether or not we can get an Antediluvian station, so we can play as the faction?
I'd love to take on Corvus with those speedy, hardy ships.
Well. I suppose the war would ultimately wear down the Antediluvians, as natural metals mined from the planet's submerged surface would become scarce. A lack of materials might force them to sell off their designs for credits, which in turn would allow them to purchase raw materials to produce additional ships. This would justify them selling their tech at an orbital station.
I will have to create supply fleets. And spawn a station near Atlantis.
What was the range on the guns you were using?
I had reduced a lot of the sonic weapon's stats in an effort to balance them with vanilla. But I think I'll have to increase the range of those weapons again. They were, after all, intended as the Antediluvian's long-range weapon. The damage will go down a little though. Furthermore, the "ghostships" will get an upgrade in armour and integrity.
Also, an increase in minimum crew, to make them harder to capture. And a decrease in cost. After all, they can't be bought anywhere. This will make it less profitable to capture and sell them.
1200 range weapons should be a specialized or high-tech exception not a rule. Look at vanilla range values.
Let me put it this way. Classification should not be up to the modmaker conserning his mod (if they are to be vanilla balanced). Heck, I could create a "frigate" that is on par with a Hegemony "Capital Ship".Like the little Scarab from Starfarer Extended, running about with it's large ballistic slot?
Instead, classifications are universal.
That thing. >:(Let me put it this way. Classification should not be up to the modmaker conserning his mod (if they are to be vanilla balanced). Heck, I could create a "frigate" that is on par with a Hegemony "Capital Ship".Like the little Scarab from Starfarer Extended, running about with it's large ballistic slot?
Instead, classifications are universal.
You are right. The "ghost" ships are fairly slow. The debris is not as effective an escort as normal Antediluvian frigates, since they don't have the speed to swarm an enemy. I will up their stats a fair bit for next release. They will also be harder to capture.
Still, they will never hold up against a decent sized and well outfitted fleet. The great threat here is that they can sneak up on you, since they are hard to spot on the map (and on the main screen as well, though Uomoz's Corvus uses a lighter background, resulting in making these "ghost" fleets easier to spot).
1200 range weapons should be a specialized or high-tech exception not a rule. Look at vanilla range values.
I believe the red tempests speed was around 300? (Without flux boost :))
I believe the red tempests speed was around 300? (Without flux boost :))
What mod is this ship from? I can't find it in Uomoz's Corvus 15.
Hmm, I really should nerf that damn thing.
Then again, its meant to be overpowered.
Still, can't hurt to try a hold it back a little.
On a side note, I'm also removing the 'basic' variants. These were really just placeholders, equipped with vanilla weapons, untill the Antediluvian weapons were done.
I'm having trouble adding in the supply fleet, but I don't want to delay the release of dev12 much longer, so I'll add a larger number of supplies and ships to the station and then release dev12.Eventually, they'll run out of resources.
Tested with 0.52a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-27 custom ships (13 FF, 5 DD, 5 CL, 4 BB)
-2 factions (Antediluvians + an Unidentified faction) + 1 planet and station, 9 different fleet types
-11 custom weapons, 4 projectile types
-weapons now have visual recoil
-12 portraits (6 male, 6 female)
-custom sounds for weapons
-custom names and custom ship prefix
To be fixed / added:
-supply convoys
-more story-driven missions - IN PROGRESS
-more lore
Download:
Download! (http://www.mediafire.com/file/1g3s6tebbvxx9mm/AntediluvianDev11.5.zip)
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)
Does it crash when an convoy spawns?
Here's what I can deduce from fighting the Antediluvians. This is against the red tempest BTW.
At the moment, the way the arcs are on the weapons, it kinda cheats. It can fire all it's weapons at you but you have a very thin sliver of a ship to aim at. Canne comment on weapon strength due to the efficiency of the tempest now at elite being 0.09 shield efficiency. They are durable though, I'll hand them that.
Yeah, I'm right now just saving up to build a Neutrino fleet. Already got the drone command.Here's what I can deduce from fighting the Antediluvians. This is against the red tempest BTW.
At the moment, the way the arcs are on the weapons, it kinda cheats. It can fire all it's weapons at you but you have a very thin sliver of a ship to aim at. Canne comment on weapon strength due to the efficiency of the tempest now at elite being 0.09 shield efficiency. They are durable though, I'll hand them that.
Thanks for posting.
The short ranged, rapid slug firing pressure turrets have an arc of 180 - 220 degrees. They are often focussed on a single broadside. Some ships only have 1 broadside. Others have two, with one lesser broadside and one main broadside. While the arcs are relatively large, the fact that they have to focus on a single broadside makes up for that. The turrets fire rapidly, but they are less effective at tracking, making them only average point defense weapons (for example: the vulcan is much more effective at PD). Constant exposure to the weapons is also required for them to do any real damage.
Missiles are high range, but slow, with hardpoints set at a 90 degrees firing angle. They are effective when launched at close range, or during an enemy flux vent. But at distances they are easily intercepted.
So no, it can not fire all its weapons at you. And if it does turn to fire, you have a bigger chance of facing its broadside, which is easier to hit, than the slim profile on its front or aft. Staying on its weaker broadside (often an unarmed one) can give you a serious advantage.
While I appreciate feedback from people fighting against the Antediluvians, I must stress that I won't try to balance against ships that are not balanced to begin with. There would be no point in doing so.
could you make them faster...seems like all the tri tachyon need to do is keep a distance with there lasers then no ship can fight them...everything about them seems too slow
will they ever have older fighters maybe?Older fighters? I have thought about including fighters, but decided against it. Perhaps I'll had a fast strike corvette, to help in fighting the TT.
what ruins this team is yeah...there fast but they dont go fast enough to approach tri tachyon ships and they just beam you to death...and even worse when i say engae the big ship they act so cowardly and not use their numbers to attack at once...instead they stumble and take turns getting there butts wooped...some engagement that is...i mean...seriously...there is no strategy to them they just know to die very well....they just...they have potential..they just waste it on being cowards v.v...
im telling you...every team should have a fighter....i mean fighters are even cheap to build...which is in every teams interest....and why need convoys...atlantians dont really go anywhere...there a secret race
Dev version 11.5SpoilerQuoteTested with 0.52a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-27 custom ships (13 FF, 5 DD, 5 CL, 4 BB)
-2 factions (Antediluvians + an Unidentified faction) + 1 planet and station, 9 different fleet types
-11 custom weapons, 4 projectile types
-weapons now have visual recoil
-12 portraits (6 male, 6 female)
-custom sounds for weapons
-custom names and custom ship prefix
To be fixed / added:
-supply convoys
-more story-driven missions - IN PROGRESS
-more lore
Download:
Download! (http://www.mediafire.com/file/1g3s6tebbvxx9mm/AntediluvianDev11.5.zip)
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)[close]
Dev11.5 released! You can now buy ships and weapons at the Orbital Dockyard, in orbit of Atlantis!
[edit]
If you want to give the Atol a try, it is accessible in the Testgrounds mission.
same thing...there teams...factions is just a fancy way of saying it lol
XD noone takes me seriously....and when trouble or things happen they dont and never will come to me...so i have to at least try...and explain how its different?
id,type,text1,text2,text3,notes,
waterworld,"PLANET","Fair Atlantis is a blue-green jewel, sitting in the Corvus system. It is covered by the Celadon Sea. A never ending ocean, below which rests the Antediluvian home of Cerulean City. The Antediluvians are as mysterious as they are beguiling."
frigate_sentinel,SHIP,"The Sentinel is a sleek and swift vessel of exploration, both underwater and in space.
Its engine systems may look sub-par, but they only have to push so-much mass. Adding to its sleek and fast design, the Sentinel is equipped with capable ballistic systems and finds its hull covered in modern pressure plates. However, all this means that there is little space for a proper crew or subsystems.",,,
frigate_azores,SHIP,"The Azores served as prototype platform to the new ion-gas algae powered engines. It performed rather well, though later designs refined on the original prototype. This leaves the Azores a relatively slow frigate. Relatively, for it is still able to reach impressive speeds. Its other systems perform quite well. All in all, the Azores is a cheap but reliable ship. It is able to wield a battery of five pressurized turrets."
Just had a little peek at the Hegemony.faction file, this is right at the top:
Spoilerid:"hegemony",
"color":[159,89,39,255],
"displayName":"Hegemony",
"shipNamePrefix":"HSS",
"shipNameSources":{
"ROMAN":2,
"GREEK":1,[close]
I think it's shipNamePrefix that you're after
Ah, which file do you think I should be looking at then? I'll see if i can find it.
Tested with 0.53a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-28 custom ships (14 FF, 5 DD, 5 CL, 4 BB)
-2 factions (Antediluvians + an Unidentified faction) + 1 planet and station, 9 different fleet types
-12 custom weapons, 4 projectile types
-weapons now have visual recoil
-12 portraits (6 male, 6 female)
-custom sounds for weapons
-custom names and custom ship prefix
To be fixed / added:
-supply convoys
-more story-driven missions - IN PROGRESS
-more lore
Download:
Download! (http://www.mediafire.com/file/lw3cb9pgvo35rqp/AntediluvianDev12.0.zip)
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Antediluvian_Reflector_Final.png)
"The ARB-10 'Cleito' Antediluvian Reflector Beam. A water based laser beam that can cover incredible distances.
The ARB-10 is the Antediluvian answer to phase technology. As a ship equipped with a Cleito can quickly hit targets over greater distances. These reflectors are now found on larger ships, previously unable to catch up with their phasing prey. The beam is conjured by sending light through a system of aqua-based reflecting pools, at nano levels."
Tested with 0.53a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-28 custom ships (14 FF, 5 DD, 5 CL, 4 BB)
-2 factions (Antediluvians + an Unidentified faction) + 1 planet and station, 9 different fleet types
-13 custom weapons, 5 projectile types
-weapons now have visual recoil
-12 portraits (6 male, 6 female)
-custom sounds for weapons
-custom names and custom ship prefix
To be fixed / added:
-supply convoys
-more story-driven missions - IN PROGRESS
-more lore
Download:
Download! (http://www.mediafire.com/file/qq4117jr1m22pb6/AntediluvianDev12.5.zip)
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)
Are ships systems planned for this mod?
Hey there chief, not exactly a bug report here, but the EMP Device on the Omen and a few other ships pretty much hardcounters the Antideluvians since they don't have shields, any thoughts on a way to make them less prone to that sort of thing?
Tested with 0.53a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-28 custom ships (14 FF, 5 DD, 5 CL, 4 BB)
-2 factions (Antediluvians + an Unidentified faction) + 1 planet and station, 9 different fleet types
-14 custom weapons, 5 projectile types
-weapons now have visual recoil
-12 portraits (6 male, 6 female)
-custom sounds for weapons
-custom names and custom ship prefix
To be fixed / added:
-supply convoys
-more story-driven missions - IN PROGRESS
-more lore
Download:
Download! (http://www.mediafire.com/file/oo2ewyayce6ybvg/AntediluvianDev13.zip)
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)
Tested with 0.53a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-28 custom ships (14 FF, 5 DD, 5 CL, 4 BB)
-2 factions (Antediluvians + an Unidentified faction) + 1 planet and station, 9 different fleet types
-14 custom weapons, 5 projectile types
-weapons now have visual recoil
-12 portraits (6 male, 6 female)
-custom sounds for weapons
-custom names and custom ship prefix
-supply convoys
To be fixed / added:
-more story-driven missions - IN PROGRESS
-more lore
Download:
Download! (http://www.mediafire.com/file/kfykqkdjma7ke7z/AntediluvianDev13.1.zip)
(http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png)
Picked up working on the mod again, preparing it in advent of the latest update for Starfarer.
Currently working on adding the "Demeter". A small support frigate, much like the Persephone.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Fighter_Demeter_Final.png)
It will have a single torpedo launcher, unlike the Persephone. It has twin triple turrets like the Persephone. However, on the Demeter they will be located in a position that renders it less useful in head-on assaults. This makes the Demeter more of a "heavy bomber".
Add some anti-ship missiles; the Antediluvian's take on the harpoon.
I'd also say bump up the Persephonie's cost to at least 10,000 creds; the current cost is around that of the Talons.
Hey, if you ever need a writer, I can happily lend my pen.
Will you be making another faction mod for your Navy ships (the ones you've been making at the sprite thread)?
Everything is based around algae. From combustion and oxygen to food. Let's just say that those wrecks you encounter is algae gone wrong. Just look at their portraits. I'll leave the rest open to interpretation, untill there's an official story to them.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Ghost_Portrait_01_Final.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Ghost_Portrait_02_Final.png)
And yes, as of now they are too easily defeated.
@Reshy
The Atlantis ghost ships are basically the vessels upon which the algae experiments were performed. The wreckage surrounding them are made up of their previous escorts and those who encountered them in battle... and lost. Then they too became infected.
Bluntly put the "Scourge" is a ravenous infective alien biomass menace. And the "Ghosts" are space zombies, infected by semi-intelligent and highly adaptive algae.
@Reshy
The Atlantis ghost ships are basically the vessels upon which the algae experiments were performed. The wreckage surrounding them are made up of their previous escorts and those who encountered them in battle... and lost. Then they too became infected.
Bluntly put the "Scourge" is a ravenous infective alien biomass menace. And the "Ghosts" are space zombies, infected by semi-intelligent and highly adaptive algae.
I don't know if you noticed, but the ships were being turned around in circles by the Graviton beams on my Sandstorm. I was thinking of making a ghost-junk mod before, so if you'd like some idea I can give them to you.
First off though, your original post should include the ship bits as part of the 'ghost' forces so that the OP shows all the content properly.
Second if you're interested I'd recommend a few things for the ships to make them more interesting in the way I'd make my own mod if I had the time and patience.
- Make 'Ghost Ships' have phasing as their defense, only they don't have the signature anchors and if possible are more transparent and cost very little to phase. Since they have no actual shields this should be trivial.
- Give abilities based on which ship does what. The engine would have higher movement speed and have burndrive or a derivative. The Atlantis might spawn drones that look like angry space junk. The connector compartment might have EMP emitter. The armor compartment might have a flare launcher or a weak version of point defense drones. etc.
That's what I think anyway, up to you though.
EDIT: The ghost fleets seem to get spawn camped by Pirate fleets and never can get into the system in one piece. Maybe they should spawn from more locations. And more often.
Tested with 0.54a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-31 custom ships (16 FF, 5 DD, 5 CL, 5 BB)
-3 factions (Antediluvians + two special sub-factions) + 1 planet and station, 9 different fleet types
-weapons now have visual recoil
-14 portraits (7 male, 7 female)
-custom sounds for weapons
-custom names and custom ship prefix
-supply convoys
To be fixed / added:
-more story-driven missions - IN PROGRESS
-more lore
4.) The ghost spawn is a fixed position in space, off the map. They slowly fly into the system. Since the planet's and their spawnpoints rotate, it will never be the same faction that gets hit by the ghost fleets. Sometimes it is the pirates, sometimes it is Tri-Tachyon. I do not want to increase their spawn rate. However I have improved their overall stenght and durability.
Want me to fix those bounds? They're quick and easy, and I've got free time.
Yea. Any problems? I still have an older version of it if there's a glitch.
Working on adding more weapons, to be used on non-Antediluvian ships. Maybe I'll create some Ante's that are able to equip these weapons at a later stage. They include medium and large ballistic weapons. They're using custom animations instead of the usual recoiling barrels.
Working on adding more weapons, to be used on non-Antediluvian ships. Maybe I'll create some Ante's that are able to equip these weapons at a later stage. They include medium and large ballistic weapons. They're using custom animations instead of the usual recoiling barrels.
When will the space junk be menacing?
@Hyph_K31 and ValkyriaL
Do you mean the grey metal part of the main engine?
Sketch of two new ships I'd like to add. They'll employ the new weapons I've created. A large torpedo launcher and a medium ballistic turret.Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Sketches_zps04a7f6f6.png)[close]
Is that what the Antedilvian's station is going to look like?
If it were possible to have unique station graphics for each faction, yes.
The only problem with using the 0 shield radius method is that it'll bug your ships, making it basically free phasecloak,
http://fractalsoftworks.com/forum/index.php?topic=4054.0
Missiles tend to pass through the ships, but bullets/energy projectiles tend to hit it like normal. but you basically gain immunity from any missiles and can go through ships.
http://fractalsoftworks.com/forum/index.php?topic=4054.0
Missiles tend to pass through the ships, but bullets/energy projectiles tend to hit it like normal. but you basically gain immunity from any missiles and can go through ships.
Ah, I see. You are saying that the problem doesn't start till you actually try and put a frontal shield generator on ships with shields = 0.
Okay. I may just have to add a shield radius then. There is no issue with 0 shield radius itself. But it can be exploited when you try to put a frontal shield mod on a ship that's not supposed to have it.
I'm also having a hard time understanding what you're saying. You say that they do retreat when they have fighter squadrons, but do not retreat after they loose their fighter squadrons?Yes, lot's of people telling me that ;D So after i load lose, load lose, load lose i decide to give auto resolve a try. It was win but all green ones retreated (in after battle screen below all 3 was RETREATED). Some was damaged. I auto resolve again because they still wanna fight me. I win again, green ones retreated again but this time they where damage more (damage from first fight and damage from second fight) and they still wanted to fight so i auto resolve for tird time and they end up with 2 destroyed squadrons and third didn't want to fight me any more. ;D
http://fractalsoftworks.com/forum/index.php?topic=4054.0
Missiles tend to pass through the ships, but bullets/energy projectiles tend to hit it like normal. but you basically gain immunity from any missiles and can go through ships.
Ah, I see. You are saying that the problem doesn't start till you actually try and put a frontal shield generator on ships with shields = 0.
Okay. I may just have to add a shield radius then. There is no issue with 0 shield radius itself. But it can be exploited when you try to put a frontal shield mod on a ship that's not supposed to have it.
So what? The ships don't have tons of OP so putting a shield on them already like halves their firepower.
Tested with 0.54.1a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-34 custom ships (4 F, 13 FF, 6 DD, 5 CL, 6 BB)
-3 factions (Antediluvians + two special sub-factions) + 1 planet and station, 9 different fleet types
-weapons now have visual recoil
-14 portraits (7 male, 7 female)
-custom sounds for weapons
-custom names and custom ship prefix
-supply convoys
To be fixed / added:
-more story-driven missions - IN PROGRESS
Ship systems.This
Use word pad instead.
Right click on file - open with - word pad. It recognises text formatting. But it always word wraps the lines, though that`s not an issue.
Still, Just post 1 here then, I'll take a look, May be a consistent error :)
Still, Just post 1 here then, I'll take a look, May be a consistent error :)
You can do it with any .SHIP file. Just copy paste it in here as a reply. The format will automatically change into this:Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/code_02_zps4642aab8.png)[close]
I edited some things while it was in this format and saved it. So now all my ships have this format which Trybolot's ship editor refuses to read. :-\
],
"center": [
110.0,
186.0
],
"collisionRadius": 193.1,
"engineSlots": [
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-183.0,
45.0
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-183.0,
37.0
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-185.0,
27.0
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-185.0,
18.5
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-185.0,
8.5
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-185.0,
0.5
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-185.0,
-9.5
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-185.0,
-18.0
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-183.0,
-28.0
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-183.0,
-36.0
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-143.0,
62.0
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-143.0,
-53.0
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
}
],
Hmmm, Weird :S
Aren't most anti-ships rectangular? What kind of crazy bounds did you assign? xDProbably too complex meaning there are too many points encompassing the ship, when say 6 could do the job of 12.
Aren't most anti-ships rectangular? What kind of crazy bounds did you assign? xD
Thats cool, allows the ships to change position quickly, looking forward to these changes!
Did you create a shipsystem file bearing that ID too?
Hmm strange the error sounds like you are referring to a shipsystem ID thats not there.
Did you include it in the shipsystem.csv?
Does the drone system ID match the CSV? forgot any drones in the formation pattern? unassigned drones? a typo? wrong drone ID? could you post the system code?
So, whatever happened to that other faction? That naval ship-like one? Those were some really good sprites you made.
Yeah, but most fighters I can think of don't have any shields and their weapons are really powerful, I think someone posted about the same weapons before? Anyhow, do what you do, not my mod.
I'm not going to change a ship just because one person thinks a ship type is overpowered. If more people agreed with you I might be persuaded. I appreciate the feedback though.Well long time ago i did say that Persephones are way to OP. So it's two persons ::)
I'm not going to change a ship just because one person thinks a ship type is overpowered. If more people agreed with you I might be persuaded. I appreciate the feedback though.Well long time ago i did say that Persephones are way to OP. So it's two persons ::)
[edit]Well... I use 1 Lasher ::) It's interesting that nor me nor AI pilot was able to beat them up but when i do autoresolve they lose.
I'm curious as to how people tend to deal with Persephones in game? Do you just rely on PD and other fightercraft to take them out? Or do you turn your full attention to fighting these ships, using your main guns and personal skill? What type of ships are you using when fighting these? An Omen, for example, can quickly disable Persephones, turning them into sitting ducks. A hound, on the other hand, would be doomed when facing Persephones.
I'll make the torpedoes a bit brighter for the next update.
I think they are missing an engine flare b/c they don't have an engine. They are launched from a tube and maintain velocity only.They Do have an engine, see these two points:
Making them stand out more visually through the sprite should be sufficient.
Thank you, knightofni
Ni!
I'll make the torpedoes a bit brighter for the next update.
Another hug problem is the Tempest outspeeds them and picks them off one by one..if only there was a weapon to stop them...the fighters are too slow to catch them...PS how do i find the log to see the code so i can report an error?
That's a shame, I think this is the most interesting faction from both a ship-design and story perspective.
That's a shame, I think this is the most interesting faction from both a ship-design and story perspective.
Thanks!
Maybe some time in the future I'll pick up on this faction again.
Antediluvian Pressure Turret,pressureturret,1,400,375,,35,,1,45,4,1200,,FRAGMENTATION,5.5,,0,0.10,1,,5,7.5,1,5,,600,,,10,PD,,,50
That would take some effort. I'd rather work on the Zorg at the moment.
That would take some effort. I'd rather work on the Zorg at the moment.
I'm really enjoying Zorg so far. However, I'd like to point out that Antediluvians is a UsS mod, so I feel it should get a mite more priority, perhaps. I'd hate to see UsS go without our beloved seafarers for too long.
That would take some effort. I'd rather work on the Zorg at the moment.
I'm really enjoying Zorg so far. However, I'd like to point out that Antediluvians is a UsS mod, so I feel it should get a mite more priority, perhaps. I'd hate to see UsS go without our beloved seafarers for too long.
Side note. Pretty sure you can run Zorg along with UsS.
i have to agree...i liked using this team and it is inspiring....we want them back...at least make a update thats so small but updates it so it can be used....im just suggesting...i just miss these guy T.T