Fractal Softworks Forum

Starsector => Mods => Topic started by: Erick Doe on April 28, 2012, 07:01:08 AM

Title: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on April 28, 2012, 07:01:08 AM
Erick Doe's
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Logo_Final.png)ntediluvians
________

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Badge_Antediluvian_Shading.png)

This mod is a part of Uomoz's Corvus! (http://fractalsoftworks.com/forum/index.php?topic=1799.0) and Fight For Universe: Sector Xplo! (http://fractalsoftworks.com/forum/index.php?topic=2091.0)


Download! (http://www.mediafire.com/?f1tbkos568abvcb)

Features:
Spoiler
-custom portraits
-custom ships
-custom weapons and projectiles
-custom lore and descriptions
-custom sounds
-planet Atlantis
-custom missions + unique backgrounds
-vanilla balance!
[close]

Dev version 15
Spoiler
Quote
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)
[close]

Prologue:
Spoiler
Quote
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.
[close]


Antediluvian ships are small but sturdy: (information on images may be dated)
Quote
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]

Antediluvians focus on ballistic weapons and basic launchers:
Quote
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]

Antediluvians are rarely seen outside their aquatic suits:
Quote
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.


(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/ScaleChart_Antediluvian_2.png)
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 28, 2012, 07:03:36 AM
This is perfect, just as i needed a mysterious faction for work. Erick, you have saved me more than once. And i'm already coming up lore for it for my Novel kind of thing in he AAR section :)

Also, it's great that you're doing weapons aswell :D
And on a further note, what will be the max ship size for the mysterious faction?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 07:08:08 AM
I'm keeping these sprites for my own mod, for now. I'd like to design a well balanced mod that goes well with vanilla Starfarer, and perhaps some other mods.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 07:36:57 AM
Any comments and feedback on the artwork or the course of this mod would be appreciated.
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 28, 2012, 07:49:50 AM
It is looking good, but i can only comment on the artwork, not the mod ;)

Hope it'll be up for download very soon :)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 08:44:06 AM
And on a further note, what will be the max ship size for the mysterious faction?

For the moment, I've got destroyers planned. Overall, ships of this faction will be relatively small, compared to other factions. After all, these ships were initially designed for submarinal exploration and research.
Title: Re: Antediluvians - work in progress
Post by: K-64 on April 28, 2012, 08:44:47 AM
Does that mean the fleet will generally be swarmish compared with others?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 08:48:44 AM
No, for a number of reasons this faction will not be 'swarmish'.

1.) While small, the Antediluvian ships are rather advanced, as far as hullplating and bulkheads are concerned. This makes these small ships pretty tough for their size.

2.) I like to put emphasis on individual ships. This is also why I'm making a large variety of different looking ships. Each ship in a fleet will feel unique.

3.) The ships are expensive, and Atlantis is not able to produce humongous numbers.

4.) Also, no fightercraft. These small frigates are the smallest ships in the Antediluvian arsenal.

[edit]
Do you feel that the modding community needs a 'swarmish' mod, K-64?
Title: Re: Antediluvians - work in progress
Post by: Dante80 on April 28, 2012, 09:02:50 AM
Stunning job so far man, keep the goodness coming. I really love the effort you put in both your sprites and lore...<3
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 28, 2012, 09:10:31 AM


[edit]
Do you feel that the modding community needs a 'swarmish' mod, K-64?

The scourge. That's all i need to say about that fact.

Also, when we can we least expect an release? Because if you've got your hands full with work, i'm pretty sure there are some volunteers who can help you out on coding (myself included :))
Oh, and once it comes out, i will most certainly enjoy slaughtering an advanced civilization with the TimCORP. As we have always done before ;)

Stunning job so far man, keep the goodness coming. I really love the effort you put in both your sprites and lore...<3

I can't really do much but agree on this point. Epic works here, Erick, keep it up ^______^
And once it comes out, i'm pretty sure we (TimCORP) could strike a deal about protection of your colonies... at a cost :D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 09:11:49 AM
Thanks Dante, I really appreciate that.

Right now, I'm looking to add a new frigate, a destroyer, update the lore a bit, and then perhaps add an introductionary video. I'm excited about turning this into my first proper faction.

When that's done, I'll try and produce a first playable version of the actual mod.


I had a lot of fun with the Princeton League as well. But it never really felt as my 'own' faction as I gave away the sprites, and most of the sprites were kit-bashed anyway.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 09:13:50 AM
Also, when we can we least expect an release?

Soon.

For now, enjoy this video:
http://www.youtube.com/watch?v=dXt2yZ6jn58

:D
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 28, 2012, 09:16:07 AM

.........perhaps add an introductionary video......



You can make those?? Is it going to be like the ITOG:TA intro videos or?
:D

I'm excited about turning this into my first proper faction.


Live your dreams about it, man :)



Soon.


Touche. Although you forgot the ™ :D
Title: Re: Antediluvians - work in progress
Post by: K-64 on April 28, 2012, 09:19:49 AM
[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.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 09:27:30 AM
[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.

Your assumption makes sense. But, as I've explained, the small Antediluvian craft are tough, durable and hard to hit. They will be lacking in firepower, but on the other hand will be hard to take down. And their fleets will have relatively more ships (each ship taking up less fleet points then most vanilla ships). However, not overly so. I'm not going for a 'swarming' feel.
Title: Re: Antediluvians - work in progress
Post by: Archduke Astro on April 28, 2012, 09:44:57 AM
The aptly named world of Atlantis was an aquatic place.
Quote
Donovan-class Frigate

Cute. ;) Give my regards to the poet; the physician; the philosopher; etc.

Interesting mod you've got here, Erick. I like the way that each Atlantean ship's combat performance is essentially that of a "tank". Best of luck in fine-tuning them to be precisely what you wish...can't wait to see more of this mod.

Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 10:01:30 AM
Astro got the reference!  ;D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 12:45:25 PM
Well, I set up the mod folders and I pretty much know where everything goes and how everything works. Should I run into any problems, I'm sure you will all be willing to lend me a hand.  :D

[edit]
Duh! I forgot to create projectiles for the weapons.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 02:48:14 PM

.........perhaps add an introductionary video......


You can make those?? Is it going to be like the ITOG:TA intro videos or?
:D

Sort of like these: (I made for a faction in a Star Wars game)
http://www.youtube.com/watch?v=gw1I_YqrIs0

http://www.youtube.com/watch?v=UgJhRU_2LhQ

It is fairly Homeworld inspired.
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 28, 2012, 02:49:46 PM
Looks good, i like it :D

Any chance you could make something similar to my faction?
Unless that's too much asked......
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 03:00:41 PM
Maybe when I have the time, Upgrade.
Title: Re: Antediluvians - work in progress
Post by: K-64 on April 28, 2012, 03:05:50 PM
Are you going to be making a fancy new planet-type for this faction by any chance?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 28, 2012, 03:18:32 PM
Are you going to be making a fancy new planet-type for this faction by any chance?

Already did. Made a water world. An oceanic planet.
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 28, 2012, 03:23:25 PM
Maybe when I have the time, Upgrade.

Awesome. Thanks :)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 29, 2012, 04:29:27 AM
As requested by the poll, I've drawn an Antediluvian destroyer:

Quote
(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.
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 29, 2012, 04:45:37 AM
And i'm going to ask a natural question here:

Will there be battleship-class vessels for them? :D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 29, 2012, 04:57:40 AM
Nope.  ;D
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 29, 2012, 04:58:26 AM
Nope.  ;D

Awwwww :(

Will there be cruisers atleast? :)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 29, 2012, 05:03:17 AM
Yes.
Title: Re: Antediluvians - work in progress
Post by: WKOB on April 29, 2012, 05:06:13 AM
Will they be really skinny?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 29, 2012, 05:08:40 AM
Of course. No bulky ships here. The overall look is sleek and thin.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 29, 2012, 05:51:30 AM
Thanks for all the interest, folks.

Here's a new weapon, since someone voted for more weapons:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Sonic_Pulse_Turret.png)
ASP-10 "Solon" Antediluvian Sonic Pulse Turret
Sound equals vibrations. Vibrations carry far across the seas. Much farther then it would over land. This simple reasoning lead to the development of the ASP-10 by Antediluvian researchers. By creating a Drum-Chamber™ within the barrel of a torpedo-tube, ionized algy gasses could produce a great vibration, upon ignition. This essentially allowed the barrel to send forth a directed pulse of sonic energy. The vibrations within this pulse were so heavy, that it could cause rocks to shatter and armor plates to loosen, buckle and give way. Even organic matter would splatter when hit by a sonic pulse. The effectiveness of a sonic pulse would diminish after covering a certain distance.

[edit]
The ASP-10 will work like an energy weapon, simply drawing upon the FLUX, and not consuming any ammo.
Title: Re: Antediluvians - work in progress
Post by: WKOB on April 29, 2012, 05:56:06 AM
That was me. That's nifty.

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?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 29, 2012, 06:02:38 AM
Here's a thought:

Antediluvian ships infested by some sort of marinal-spacial lifeform. An organism that dwells both in aquatic worlds and in outer space, evolved from Atlantis' algies. Great green tentacles protruding from the ships, etc.

What do you folks think?


Quote
That was me. That's nifty.

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?
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)

However, consider these vibrations to be completely off the charts. So powerful that they literally ripple the fabric of space, as it would ripple water. The force behind this sonic weapon is -that- tremendous.

Oh yes, the weapons will be 360 degree turrets, for the most part.

[edit]
Thanks for pointing out your concerns though. This is all sci-fi fantasy, backed by certain theories of what is scientifically possible.
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 29, 2012, 06:24:38 AM
You know, in vacuum, there are no atoms at all.

XD
Title: Re: Antediluvians - work in progress
Post by: WKOB on April 29, 2012, 06:28:04 AM
Well there's background radiation and gases but that's not nearly enough to carry a vibration.

Continue about your business though, it's hardly important.

While I definitely like the style, I feel the need to point these are a bit flat compared to your past sprites. Mostly it's the grey weapon areas.

Then again those will have weapons all over them.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 29, 2012, 06:32:30 AM
You know, in vacuum, there are no atoms at all.

XD

Yes. Though there -are- atoms in space. Within the solar system, the solar wind is a breeze of (mostly) protons and electrons. Though their kinetic energies are quite high, they can combine to create hydrogen atoms. In deep space, there is almost no matter floating around at all, but one can expect to see an atom or two every now and then. Still, probably not enough to cause a ripple.

But hey, it's a game, right? :)
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on April 29, 2012, 06:37:16 AM
Right, but that's only in the vicinity of a star. There are absolutley zero atmos in deep space.

But yeah, it's a game after all ;)
Title: Re: Antediluvians - work in progress
Post by: WKOB on April 29, 2012, 06:39:40 AM
Hi tech engines I assume? Orange engines just wouldn't fit, I don't think.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on April 29, 2012, 06:44:11 AM
Oh yes, high-tech engines. They would fit best, plus this -is- a high-tech faction.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 01, 2012, 05:44:48 AM
Mucking about, trying to create a portrait for the Antediluvians.

(http://i1022.photobucket.com/albums/af343/erick_doe/Portrait_Test.png)
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 01, 2012, 06:41:18 AM
Nice!
Title: Re: Antediluvians - work in progress
Post by: Vandala on May 01, 2012, 06:55:12 AM
I can't take this anymore, it needs to be said. Erick Doe, your avatar looks like a old people walker.  :D

Sorry, I had to.

I do like your ship sprites, they look really nice. The portrait looks good as well.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 01, 2012, 09:37:02 AM
Heheh. Don't worry, that logo is only temporary. I'll do a better one.

And thanks. For now I'll stick to using this portrait, with varied colours.
(http://i1022.photobucket.com/albums/af343/erick_doe/Antediluvian_Portrait_01_Final.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Antediluvian_Portrait_02_Final.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Antediluvian_Portrait_03_Final.png)

In fact, I think I'll adopt one as avatar. :D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 01, 2012, 10:31:04 AM
A new destroyer:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Critias_Destroyer_Final.png)
Critias-class Destroyer Length: 170m / Berth: 49m
When the shipyards of Atlantis were cleared of the Timaeas Project, it presented Antediluvian scientiests with the perfect construction site for a new class of vessel, of roughly equal size and tonnage. The Critias was deviced and constructed shorty after. It was designed with extra-planetary warfare in mind, sporting a great weapons array and superior engine capabilities.


Also, the final mod will include (more):
-Antediluvian ships
-Portraits
-Sounds
-Weapons and projectiles
-Detailed background story
-The planet "Atlantis"
-All sorts of Antediluvian fleets
Title: Re: Antediluvians - work in progress
Post by: Vandala on May 01, 2012, 11:08:23 AM
In fact, I think I'll adopt one as avatar. :D


In that case. *saved* Now I can always remember. I like the logo, but its also very funny.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 01, 2012, 12:01:55 PM
You saved the logo? You crazy person, you!


(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Oracle_Final.png)
Oracle-class Cruiser Length: 204m / Berth: 62m
No description yet... assembled from modular parts of the Timaeus and Critias.


Anyway, I'm making progress on the overall mod. We already have a planet! And a lot of the basic stuff is done. I mostly just have to get the ships and weapons together. Not the sprites, but the actual modded stuff. I'm getting there!  :D

The fact that most of the artwork and documentation is done is actually going to safe me a lot of time and work.

Anyhoo... I was thinking of writing up a bit of a background story now. What do you folks reckon? Are you interested in reading up on Atlantis and the Antediluvians? Or would you rather just see me toil over the mod and having it finish early.

[edit]

Oh, and I'd love to have some more feedback on the general direction this mod is taking, and on the artstyle. Remember, I can always adjust stuff. Right now I'm planning on altering the ship's midsections a bit (the gun emplacements) since someone brought up that they look a bit flat.
Title: Re: Antediluvians - work in progress
Post by: Vandala on May 01, 2012, 12:04:45 PM
Make them old people, space geezers ahoy!!

Goes with their logo.  ;D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 01, 2012, 12:20:22 PM
Make them old people, space geezers ahoy!!

Goes with their logo.  ;D

Hah! Well, Antediluvian is a term used to denote 'ancient' times.  :D

But no... no space geezers here. Scientist, bordering cultists. In fact... Here's an idea!


Write up a background story or history for the Antediluvians of Atlantis! The author of the best story will get his or her own personal version of this mod -with- a unique Atlantean ship!!!

Contest... starts now!  :D

Keep in mind, the planet is called Atlantis, since it is wholly covered in water. The Atlanteans refer to themselves as Antediluvians, and are a society made up of scientists and marine researchers. Untill now the Antlanteans have been pretty isolated from the rest of the system. They dwell in an underwater city called Cerulean City.

http://fractalsoftworks.com/forum/index.php?topic=2429.0
Title: Re: Antediluvians - work in progress
Post by: Vandala on May 01, 2012, 12:41:30 PM
You should name their queen, Misty.

I really need to stop bothering your topic.  :P
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 01, 2012, 12:42:35 PM
Ahh, the antiduvilans.
Lore from here on (from the wiewpoint of a TimCORP captain, if you doin't mind ;))


"Ahh, the antediluvans, yes. What was it you wanted to know about them, son?" The captain responded, with an delighted expression; as if he liked to tell stories.
"Everything. Their background, history, everything, sir." An young scientest answered, he too was filled with exitment.
The captain rose up from his command chair and started walking towards one of the holo-terminals.
"Commander, bring up the history database of this ship" He asked an middle-aged commander. He instantly, through a few handwipes, brought up the entire history of the ship.
"You see lad, this ship has been through alot of events. But the most notable of them is when we discovered the Antediluvans.
An ancient race who curiosly did not evolve on land. No, instead they seemd to have evloved under the ocean. This is also most notable when you take a look at their planet. 100% water, no land at all.
One can wonder how a race can evolve in such a condition, but they did anyway.
Their long ancients appearantly had built them an underwater city - and they did it without any modern tools!
Also, since they had a lack of any land, their ventures into space where extremly hard, as they had to use their submarines  to get to space."
"Didn't they field dedicated space craft, like the rest of us?" The young scientest asked eagerly.
"No. You see, their submarines featured such great pressure hull that they could venture into space with them.
But their pressure hull was also able to withstand the extreme pressures underwater, since their planets seas reached 20 miles underwater at the deepest point.
But what is more amazing though, is their ability to withstand great pressures of force. They can withstand several hits from our cannons, without getting the hull breached.
Anyways, their development appearantly was halted due to a war. What the cause of it was, or the purpose is still unkown to us, as the Antediluvans we have asked refused to answer those questions - instead, they changed the topic completley. It seems that they do not wish to remember this war, no matter what.
So, in light of this, our research teams got working right away, and even though the TimCORP managed to strike some deals with them, they refused to show us the inner sanctums of their city".
"But surley they must have more than one city, right?"
"No. They appear to dwell in a single city named Cerulean City, which was built long times ago. But the size of the city was huge, being bigger than anything we ever had seen.
But that didn't stop their lust for science. They have resaearched amazing technologies, one of them being the a sort of ripple creating cannon. It creates ripples so strong that they are actully being able to use it in outer space!
This ofcourse triggerd our High Command to see them as a potential threat, but it was quickly dismissed after seeing that they had extremly low prodcution capabilities in outer space, save for their planet. All of their ships are built on the ground, and then launched into space. But recently, they've been attempting to build a space station, but progress of it is unkown as of yet."


That's actully a great piece of lore, if you ask me.  Just hope you can survive with the TimCORP refrences ;D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 01, 2012, 12:51:33 PM
Love it! Your approach to the Antediluvians as a sentient aquatic race is very interesting. Definitely something I can use. Gives a more mysterious and 'alien' feel to them. Originally, I had them planned as a human faction, who settled upon an aquatic planet, and adopted to life on this planet through many cycles.

Perhaps I can mix  the two up a little, having human settlers literally evolve on an aquatic world to become aquatic mammals, like highly intelligent dolphins. Perhaps they sped up their own evolution through scientific steps.
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 01, 2012, 12:55:05 PM
Great, thanks :)
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 02, 2012, 12:30:11 AM
You should name their queen, Misty.
:D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 01:58:35 AM
Reset the poll, added new options and updated the OP.
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 02, 2012, 01:59:46 AM
I've voted for Dakka, yet again.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 02:03:51 AM
(http://fc09.deviantart.net/fs43/f/2009/101/b/a/Dakka_by_LostSamurai.jpg)

Like so?  ;D

[edit]

Here you are:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Triple_Turret_Final.png)
ATT-25 "Utopia" Antediluvian Triple Turret
A rapid firing slug turret. The ATT-25 can quickly engage and destroy a target at close ranges. However, its combat effectiveness is nil at longer ranges. The Utopia was introduced much later than even the sonic range of weaponry, since it proved volatile and too unstable in the testlabs. It was deemed too hazardous to be operated by gunnery crews. Hence it received an upgrade, and is now fully automated.
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 02, 2012, 02:24:42 AM
Neat.

So out of curiosity, are medium slots ever going to come in play?

Possibly for sonic torpedoes or the like? Being submarines, I can imagine torpedoes are something they're familiar with.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 02:29:18 AM
Yes, medium slots will come in play for the cruisers. The Oracle isn't a true cruiser, it is more like an upgraded destroyer.

I think I'll reserve the entire line of sonic weaponry for the the medium slots, including the "Solon". I definitely want to add more torpedo launchers.
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 02, 2012, 02:33:01 AM
That's cool. Might want to make it bigger though.
Title: Re: Antediluvians - work in progress
Post by: Uomoz on May 02, 2012, 03:09:25 AM
I really like the latest upgrades to the sprites!
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 03:25:12 AM
Thanks Uomoz!

Can someone help me? I am running into a problem after adding a description to a planet.

I had already created the planet of Atlantis in the planet file, and added it through the gen file. It worked perfectly. But after trying to add a description, everything goes to heck.  :P

in planets.JSON:
Quote
},
   "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      
   },

It gets the proper texture and cloud file just fine. And works ingame.

the AntediluvianGen file:
Quote
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);

This adds the planet into the mod just fine. Everything works.

Trouble starts when I add this line to data/strings/descriptions:
Quote
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."


log:
Quote
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)

At first I thought that with 'type' the log refered to "water_world"... but I don't see how this could cause a problem?

[edit]
I -am- using a copy of the original core descriptions.CSV with all the original strings intact. Is that what may be causing troubles?
Title: Re: Antediluvians - work in progress
Post by: Uomoz on May 02, 2012, 03:40:50 AM
In the mod's descriptions.csv, try to just leave the line of the modded planet and the "name, type, description..." line.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 03:47:11 AM
Thanks. I tried that. But it doesn't work.

I keep getting the
Fatal: JSONObject["type"] not found.
message


[edit]
The mod works fine when I remove the line:
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."

Or any variant of it:

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."

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."
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 04:02:04 AM
I've cross-referenced my line with the core starfarer one and that of an already existing mod... I really can't figure out what's wrong with mine. It looks the same.

[edit]
I've got it to work! The problem was the quotation marks on both sides of the description. Which is odd, since the other mods I checked (and the core game) uses quotation marks.

This line worked perfectly:
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.

I also had to change the name in the planet.JSON to "Aquatic" and the one in the Gen file to "Atlantis".

Now there's a blue planet sitting in the Corvus system with the following description:

Quote
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.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 04:22:56 AM
Oh, by the way! You're all free to nick the portraits I post in the OP for your own personal use. Just don't put them in your mods without permission.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 04:32:12 AM
I feel like I'm spamming here, but what the heck, I am making progress. We have a planet!

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Atlantis.png)

BTW, thanks for the help Uomoz!
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 06:31:17 AM
Well, I'm getting there. But I also keep running into issues.

Can someone help me with adding in weapons?

Here's what I did:

1.) I copied over the lightmg.WPN and lightmg_shot.PROJ files to my mod. Placed the lightmg file under weapons and the lightmg_shot file under the proj folder.

2.) I started to change around the stuff within the files, and changed their names to plato.WPN and slug.PROJ

plato.WPN:
Quote
{
   "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",
}

slug.PROJ:
Quote
{
   "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"
}

3.) I also have the sound files and image files in all the right folders, all lower case to match the text in the .WPN and .PROJ files.

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?

Any help would be appreciated!

Oh yeah, the weapon_data.CSV has the following line:
Plato,plato,0,100,300,,25,,1,50,3,1000,KINETIC,3,,0,0.4,5,0.1,0,5,1,15,,500,,,10,PD,0.5
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 02, 2012, 07:59:07 AM
Ofcourse you can use the same image for all of them.
Also, you need to make sure that the game reads them into the game itself I've had numeros errors where the weapon didn't show up in the codex, and it was because of some ID errors.
Try checking through your files again ;)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 08:12:12 AM
I've done this multiple times. No luck.

I've even tried copying the lightmg again, only changing the name and id by adding a 2 behind everything. So 'lightmg2.WPN', 'lightmg_shot2'. Ive changed all the values within the files (including the .CSV) accordingly... even this weapon wouldn't show up.

What gives?
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 02, 2012, 08:14:20 AM
Uh, you are Windows, right?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 08:16:56 AM
Yes, Austupaio.
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 02, 2012, 08:20:01 AM
Well, it's just the codex. It might not be working properly any how.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 08:22:03 AM
Well, it's just the codex. It might not be working properly any how.

I hope you're right. I hope it's just the codex. Still, would be nice to view weapons in there.
Title: Re: Antediluvians - work in progress
Post by: Uomoz on May 02, 2012, 08:24:34 AM

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?


Those lines actually *should* direct to different images. For instance turretsprite is the base of the turret, turretgunsprite is the actual barrel of the gun (same for the other 2 but with hardpoint sprite, not turret).

Need to try the dev version to figure out the error better though ;)
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 02, 2012, 08:43:45 AM
That's only if you want your weapons to have visible recoil, if not just make the GunSprite:"" area blank. Like I just did.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 11:03:09 AM
Well, good news. I've left the weapons for what they are, BUT I did manage to add in the Antediluvian ships! They're in the game and functional!

I'm going to see if I can edit in the weapons by hand. If all goes well... the first release might be tonight!
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 12:27:59 PM
Another update:

The good stuff:
-Planet Atlantis is ingame
-Antediluvian fleets spawn both at the sector's edge, and at planet Atlantis
-Implemented varied Atlantean fleets
-Almost all ships are ingame, won't be long till I get them all in
-I figured out how to alter every aspect of the ships (the editor I was using limited some choices, but I managed to find the values in the individual files. woo!)
-Antediluvian fleets use Atlantean portraits
-Custom text and descriptions for everything Antediluvian
-I'd say the mod is 90% done... of course more content will be added in the future

The bad:
-I can not, for the life of me, get the custom weapons to show up ingame (nor can I get my ships to equip them) ...I'll keep working on it though
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 02, 2012, 12:28:43 PM
Hey Erick, i have a request for you...
Check your PM's ;D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 02, 2012, 12:59:09 PM
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.
Title: Re: Antediluvians - work in progress
Post by: K-64 on May 02, 2012, 01:33:44 PM
It should work with quotation marks. To be extra sure, you could just copypaste the quotes from the core strings file or a mod one
Title: Re: Antediluvians - work in progress
Post by: Vandala on May 02, 2012, 01:37:44 PM
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.

Try not to use symbols that are generally used for the program to identify what it needs to read. These include the , and [ and ] and { and } and " those have all specific uses. Best not to mess with them.

Always check your spelling and capital letters (good rule of thumb is to simply never use capital letters, ever).

Sometimes though things can be a little tricky. For example in the mission mods, the program will not accept any picture that has a different name as the standard picture, even if you specify it should it refuses.

If you can't seem to easily guess what you did wrong, revert everything back to normal and start testing changes one by one until it no longer works. It's annoying but sometimes thats all you can do.
Title: Re: Antediluvians - work in progress
Post by: 7007King0770 on May 02, 2012, 05:46:59 PM
Just a taught... Because their weapons are powered by their food does that mean that the ships would use up supplies faster then ordinary ships because there supply of food and ammo is one in the same? Just thinking about it for a second makes me ponder...
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 03, 2012, 12:20:15 AM
If anything it should dwindle slower because it's easier to store one item than two items.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 01:40:06 AM
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.
Title: Re: Antediluvians - work in progress
Post by: mendonca on May 03, 2012, 02:09:03 AM
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.

Can't quite remember if excel was giving me problems, but I suspect it was. I have used openoffice without issue, but again I know others have struggled on occasion with this.

I seem to remember people were doing okay with that online google excel-alike, but a safe (if unwieldy) fallback position would just be to use your favourite plain text editor (notepad, notepad++, Scite etc.)
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 03, 2012, 02:14:16 AM
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.

OpenOffice.

Set it up like shown in the modding tools and resources thread. (There's a picture of how you set it up there)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 02:17:35 AM
Thanks for the replies. I'll set up OpenOffice then and give that a try.

[edit]
nevermind, notepad works just as well! :D
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 03, 2012, 02:23:09 AM
Thanks for the replies. I'll set up OpenOffice then and give that a try.

[edit]
nevermind, notepad works just as well! :D

OpenOffice is much easier to use, as it stacks everything up neat and nicley ;)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 02:30:20 AM
True, that.

LOL I just had an incredibly funny test flight with the Sentinel frigate. It has a broadside of light MGs right now. Utterly useless against a Buffalo destroyer, but I decided to attack anyway. I had to use the Sentinel's speed to circle around the Buffalo and shoot down the missiles it kept firing at me... Here's the funny part, the Buffalo got in between my Sentinel and its own missiles. BOOOM! I won  :D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 03:46:20 AM
Wait for it... yes... here it comes!

The mod now has missions.  8)

I try to customize as much as possible. The first mission takes place in high orbit of Atlantis. Made a background to match the setting:

(http://i1022.photobucket.com/albums/af343/erick_doe/icon.jpg)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 07:47:23 AM
Almost ready to release the dev version.

The only thing still lacking are custom weapons.

So right now all Antediluvian ships use the "name_Basic" variant, which uses vanilla weapons.

 8)


Basically, instead of the lightest slug turrets (light ballistic turrets 200 degrees) I'm using vulcan cannons. Instead of the heavier slug weapons and launchers (light ballistic turrets 200 degrees) I'm using assault cannons. And instead of the sonic energy weapons I'm using heavy blasters (medium energy turrets 360 degrees).
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 03, 2012, 08:02:27 AM
You know you can have music in the mod?

Also, who won the competition? :D
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 08:10:27 AM
Yep. I already have a few soundtracks in mind.

Also... No winner yet, since we can't have a contest with only one contestant.  :D
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 03, 2012, 08:14:13 AM
Well, since noone else is writing........
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 08:15:21 AM
*sighs*

Patience.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 08:19:14 AM
(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.
Title: Re: Antediluvians - work in progress
Post by: Sunfire on May 03, 2012, 08:27:42 AM
(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?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 08:30:01 AM
(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).
Title: Re: Antediluvians - work in progress
Post by: Sunfire on May 03, 2012, 08:37:08 AM
(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).

So like in a defensive fleet around the planet
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 09:01:43 AM
For example. But also objectives during battles.
Title: Re: Antediluvians - work in progress
Post by: Trylobot on May 03, 2012, 01:34:27 PM
It should be noted that both Excel and OpenOffice have exactly the same features and behaviors when it comes to parsing and saving CSV files.

CSV is a loosely defined format, and as such there are many variants of correct formats. So a CSV programme has to know in advance attributes like: line separator, record separator, use of quotes to enclose data, escape sequences, et cetera.

The only reason most folks are having trouble with Excel but not OpenOffice is this (I speculate): No one looks at the screen with options to set them accordingly, after inspecting an unmodified data file. They just expect everything to work with the defaults.

So.... I guess what I'm saying is the problem is you. Not the programme.  :P

P.S. I use OpenOffice
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 03, 2012, 02:28:26 PM
To those who got the first dev release, I already fixed a couple of things:

-"Dialog missing" has been fixed. I changed some lines in the faction file. Antediluvian fleets should now have proper dialogs again.
-Donovan-class frigate now fires its blaster. It didn't in the first dev version, because the ship had too little maximum flux.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 01:34:19 AM
Upgraded the look of the satellite a little. Thought the original was too bland.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Destroyer_Poseidon_Final-1.png)
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 04, 2012, 03:10:32 AM
Quote
destroyer sized
But it's tiny.

I like it, though.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 03:14:29 AM
Quote
destroyer sized
But it's tiny.

I like it, though.
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.

Anyhoo, you folks requested cruisers, so here's the Deluge-class:


(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Deluge_Final.png)
Deluge-class Cruiser Length: 238m / Berth: 75m
Named for the Great Flood... no description yet.



And I was experimenting with merging ships together to create some sort of super cruiser:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Test_Final.png)



Scale comparison with a frigate and a destroyer:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Forlorn_Final.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Critias_Destroyer_Final.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Deluge_Final.png)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 03:25:55 AM
I think I'll do a cruiser-sized space station next. One that slowly moves into battle, well armored and armed. Like a bigger and deadlier Poseidon satellite.

What do you folks think?  :)
Title: Re: Antediluvians - work in progress
Post by: WKOB on May 04, 2012, 03:32:00 AM
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.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 03:46:27 AM
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.

It will also be able to carry huge amounts of fuel and supplies, making it extra efficient to have as flagship in your fleet. I think I'll also build a frigate-sized satellite. A quicker and much smaller sphere that carries one vulcan-esque cannon, enabling it to quickly intercept fighters and missiles, protecting larger ships.
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 04:27:31 AM
Here it is:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Gibborim_Final.png)
Gibborim-class Station Length: 103m / Berth: 103m
A large weapons station designed to store supplies, fuel and personel in the orbit of Atlantis, making these easily accessable for Antediluvian shuttles. Its armour is thick, its bulkheads and reinforced structure unmatched. The station is well able to defend itself. However, it lacks in speed as it was not designed to participate in direct combat. A larger fleet, however, might find it useful to take a Gibborim along for added supplies, and its ability to reinforce key strategic points.

Its outer weaponslots will sport PD weapons. Its inner two slots will offer powerful weapons to take down armored targets. It will also have lots of space for cargo and personel.

I'm going to do a follow up on this ship. A bigger design, really meant to be used as a flagship.

Scale comparison:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Destroyer_Poseidon_Final-1.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Gibborim_Final.png)

[edit]
Does anyone have any tips, hints or suggestion for the Nephilim-class Station I'm about to design?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 05:07:49 AM
I'm also designing unique ships for missions, unavailable in the campaign. This is one of them:

Athens Station:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Athens_Final-1.png)

A player controllable ship that has to be protected during one of the missions. It is really just a modified Gibborim with multiple ship moors, etc.
Title: Re: Antediluvians - work in progress
Post by: Sunfire on May 04, 2012, 06:18:49 AM
Those look quite good
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 06:42:05 AM
Who wants a dev version? Please PM me. If you do apply for one, I hope that you will help me by reporting any bugs, issues and lack of balancing.  ;)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 07:14:25 AM
Female portraits:
(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)
Title: Re: Antediluvians - work in progress
Post by: Upgradecap on May 04, 2012, 07:16:59 AM
I've sent you a pm, erick, with a request for alpha testing ;)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 07:23:55 AM
I've seen it. I'm still putting together Dev02 for release. I will send you a copy, soon.
Title: Re: Antediluvians - work in progress
Post by: Sunfire on May 04, 2012, 09:29:17 AM
Can I have one too?
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 01:08:02 PM
Finishing up on Dev02. It will include a couple of missions that really show off the gameplay (and story!) of the Antediluvians. Just be a little more patient.  ;)
Title: Re: Antediluvians - work in progress
Post by: Erick Doe on May 04, 2012, 02:18:50 PM
Alright, you lucky devils. I've put up a download link to Dev version 02 on the OP. Decided to make it available to everyone. Let me know what you think!

Keep in mind, no custom weapons are in yet. So the current weapons are place holders, and may not seem as interesting.

-Vulcan Cannon as a PD weapon
-Light Assault Cannon instead of Slug weapons
-Heavy Blaster instead of Sonic weapons

A recommended strategy is to take control of a ship with a Heavy Blaster, to help in taking down shields and raising enemy flux. Then finish them off with Light Assault cannons up close. All missions are very doable, but it might (read: WILL) take some getting used to the Antediluvian ships. I've included all Antediluvian ships (so far) in these three missions.

Have fun!


[edit]
Oh yeah, it is not just those 3 missions, I've integrated Atlantis into the campaign as well. But you'll have to capture ships to be able to fly them in the campaign. No station (yet).

Oh, and I haven't upgraded to 0.52a yet, so I'm not sure if it will work properly! :P


[edit-edit]
If you like the work I've put into this mod so far, support the mod by putting our lovely logo in your signature! :D
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian_Starfarer_Final.png)
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 04, 2012, 03:05:22 PM
Be sure to post some feedback!  :D

Also, working on more missions. Planning on creating a large story-driven campaign through missions, with a large variety of (unique) ships.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Upgradecap on May 04, 2012, 03:21:30 PM
So you won't be using my piece of lore? :(

Sad panda.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 04, 2012, 03:23:49 PM
No, but it was good. And helped steer the general course for the mod. It left me wanting to make the Antediluvian culture more alienated and mysterious. And I'm thinking of adding 'mutated' ships. Mutated by the algies of Atlantis. But I'm holding off on that for now, I don't want to rip off the Scourge or anything.  ::)
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Upgradecap on May 04, 2012, 03:25:06 PM
Atleast make a small note in the credits that i helped out with the lore?
Then i won't be sad panda ;)
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 03:19:02 AM
We'll see Upgrade, we'll see.  :)

Tested with 0.52a!
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 03:34:31 AM
Check out our preview video! (http://www.youtube.com/watch?v=g14xTiwETps&feature=youtu.be)

[edit]

I'll do a better quality one in the future though. Consider this a placeholder.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Upgradecap on May 05, 2012, 03:58:41 AM
Do I have your permission to make a mission storyline with this mod :D?
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 03:59:56 AM
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, then I don't see a problem with people coming up with their own storylines using this mod.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Upgradecap on May 05, 2012, 04:02:23 AM
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.......

I feel slightly insulted there, my good sir! ;D
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 04:03:54 AM
Not intended, good man.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Upgradecap on May 05, 2012, 04:06:40 AM
Not intended, good man.

I know It wasn't. Was just making a joke out of it, good sir. :D
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 07:36:48 AM
Meh. Decided to scratch the video, as it doesn't seem all that good after watching it again.  :D

Oh well, back to the drawing board.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: SteelRonin on May 05, 2012, 08:03:50 AM
i am... Speechless Your dutch!

:P nog een nederlander, wat heeft deze game met nederland xD
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 08:12:05 AM
Hence the aquatic faction.  ;)
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Vandala on May 05, 2012, 09:02:35 AM
Nederlanders, je vind ze ook overal.

Your video wasn't that bad. Plus it shows your mod to people.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 09:24:09 AM
Oh, those Dutchies.  ::)

Anyhoo. I finished another dedicated cruiser. Plus I'm now working on one of the last campaign integrated ships. Well, technically it is not a ship. It is a huge space station filling the Antediluvian's capitalship slot. Roughly the size of four Athens stations.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Athens_Final-1.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Athens_Final-1.png)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Athens_Final-1.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Athens_Final-1.png)

(lol, that just inspired me to do a Borg-ish ship)

Oh yes, no preview yet for that new cruiser... photobucket is being cruel today, and refuses to let me log in.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Vandala on May 05, 2012, 09:51:19 AM
Photobucket is kind of an annoyance most of the time.

You can try other Image Hosting Sites, like:

http://postimage.org/
http://tinypic.com/
http://imageshack.us/

Very easy to use and fast.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 11:33:34 AM
I prefer to use Photobucket though. It hasn't given me problems in the past, unlike imageshack. But I will check out the two other image-hosting sites you recommend.

Anyhoo. I've uploaded these two ships to my old imageshack account:

(http://img407.imageshack.us/img407/3261/cruisergadeirusfinal.png)
Gadeirus-class Cruiser Length: 238m  / Berth: 70m
No description... yet

I designed the Gadeirus after discussing the appearance of Antediluvian ships with Uomoz. We agreed that they looked too much alike. That's why this cruiser has a distinctly different look.



(http://img6.imageshack.us/img6/2379/capitalcalypsofinal.png)
Calypso-class Orbital Colony Length: 300m  / Berth: 269m
Named for Atlas' seclusive daughter. The Calypso is a mysterious enigma, much like the culture of Cerulean City. A taste of what Cerulean City might look like is brought forth by the appearance of these massive orbital colonies. The Calypso class acts as a city district, constructed in low orbit. Bringing the Antedeluvians closer to the heavens. The choice that lead to the construction of these massive sky-cities was not one of dreams and philosophy. Instead it was simply logistically more efficient to have large supplies of personel and resources in low orbit.

Scale comparison:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Destroyer_Poseidon_Final-1.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Cruiser_Gibborim_Final.png)(http://img6.imageshack.us/img6/2379/capitalcalypsofinal.png)

Oh yes, the Calypso is the first "capital" ship for the faction. Open up the champagne bottles, lads! :)

I'd sure appreciate some feedback on the Calypso! Negative or positive... anything goes.


[edit]
Upgrading the Calypso design. I want it to be a bit bigger, as far as the docking arms go. It will even have a half-finished Azores frigate docked with it. :)
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 12:11:02 PM
(http://img703.imageshack.us/img703/2379/capitalcalypsofinal.png)

Latest version of the Calypso.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Trylobot on May 05, 2012, 12:14:21 PM
@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)
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 12:19:21 PM
@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)

Uhh. They've evolved gills? No wait... Their suits are bulkier and have their tubing integated into the fabric. There, that's a sensible explanation.  :P

Whatever happened with artistic choice overwrites realism?  :D
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 12:37:45 PM
YES! I've managed to add the ASV prefix to ships in the campaign. It finally works!

I had to remove this line:
   "description":"No description yet.",

and add this instead:
   "shipNamePrefix":"ASV",
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Upgradecap on May 05, 2012, 12:51:37 PM
YES! I've managed to add the ASV prefix to ships in the campaign. It finally works!

I had to remove this line:
   "description":"No description yet.",

and add this instead:
   "shipNamePrefix":"ASV",
You don't have to remove the description....
You could've added the shipnameprefix line directly underneath that line :)
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 12:58:55 PM
YES! I've managed to add the ASV prefix to ships in the campaign. It finally works!

I had to remove this line:
   "description":"No description yet.",

and add this instead:
   "shipNamePrefix":"ASV",
You don't have to remove the description....
You could've added the shipnameprefix line directly underneath that line :)

I had it above that line, as '5th' line. That did not work. Removing the description line solved it.
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Trylobot on May 05, 2012, 01:02:35 PM
FYI: Line numbers, and in fact all whitespace characters, are irrelevant with the JSON format. Ordering is irrelevant for objects {}, but not for arrays [].
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 01:04:29 PM
FYI: Line numbers, and in fact all whitespace characters, are irrelevant with the JSON format. Ordering is irrelevant for objects {}, but not for arrays [].

Right. I just entered it into the format on the 5th line, as instructed. And for some reason it did not work. It did work after I removed the    "description":"No description yet.",    line.

Works for me.  :D
Title: Re: Antediluvians - work in progress - Dev version 2 released!
Post by: Erick Doe on May 05, 2012, 02:34:22 PM
Get Dev04 here! (http://www.mediafire.com/file/8zhv6dn6fah67pr/AntediluvianDev04.zip)

Has several improvements over the last version. Includes the Calypso in a test mission, and in the campaign.
Title: Re: Antediluvians - Under Development - Dev version 04 released!
Post by: Erick Doe on May 06, 2012, 04:02:14 AM
In an effort to further balance the Antediluvians with vanilla and Uomoz's Corvus factions, I have:

-lowered the armor rating all of frigates and some destroyers slightly
-made all Atlantean ships a fair bit slower
-increased the prices of all Atlantean ships (a frigate that used to cost 3000-3500 now costs roughly 4000-5500)
-decreased the flux dissipation by roughly 50% on all ships. Increased the maximum flux by roughly 10 - 20% (slightly bigger flux reserve to draw from, much more time to regenerate)
-added basic torpedo launchers to several ships, in advent of custom weapons
-modified the folder structure to make it easier to integrate with Uomoz's Corvus
Title: Re: Antediluvians - Under Development - Dev version 04 released!
Post by: Erick Doe on May 06, 2012, 04:44:10 AM
Should I design a dedicated torpedo ship?
Title: Re: Antediluvians - Under Development - Dev version 04 released!
Post by: Sunfire on May 06, 2012, 07:04:49 AM
Should I design a dedicated torpedo ship?

Yes please, me want
Title: Re: Antediluvians - Under Development - Dev version 04 released!
Post by: SteelRonin on May 06, 2012, 09:31:44 AM
Good God the dutch seem to swarm to this game like flies to honey... what is this madness!?
Title: Re: Antediluvians - Under Development - Dev version 04 released!
Post by: Erick Doe on May 07, 2012, 03:37:13 AM
*wipes brow* ...re-Balancing is almost done. I hope you folks will appreciate the result.  :)

The next version will also contain the Gadeirus-class cruiser, torpedo launchers on about 50% of all ships, another mission, global minor fixes on spelling and balancing, a new fleet type (seekers, wayfarers, flotilla's and armada's will receive a little sister called "crusaders" that goes in between the wayfarers and the flotilla's), a new dedicated torpedo ship.
Title: Re: Antediluvians - Under Development - Dev version 04 released!
Post by: Erick Doe on May 07, 2012, 06:46:32 AM
The new and improved Dev05 has been released:
http://www.mediafire.com/file/8kzwf9lkpzgq9a1/AntediluvianDev05.zip

-re-balanced
-new ships
-and more!
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Sunfire on May 07, 2012, 11:38:44 AM
Will the torpedo boats be in the next version?
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 07, 2012, 11:50:12 AM
Will the torpedo boats be in the next version?

Yes. I'm also redoing the existing ships a little, so they can fit some torpedo launchers as well.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 07, 2012, 11:51:30 AM
Not a fleshed out thing yet, but here's a pirated Azores:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Azores_Pirate_Final.png)
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: IIE16 Yoshi on May 07, 2012, 12:16:02 PM
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.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: WKOB on May 07, 2012, 12:20:41 PM
I see where you're going with it, but I'm not sure that legitimate pirates would take the time to paint their entire space ship red. ;)
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 07, 2012, 10:00:01 PM
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.

Thanks for the feedback!

For the next release of Uomoz's modpack the Antediluvian ships will have less armor and less speed. They will also cost more fleetpts and credits. Their fleets do have slightly larger numbers, because on average they take up less fleetpoints (frigates take up roughly the same as other frigates, but their larger ships are weaker and take up significantly less fleetpts).
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Archduke Astro on May 08, 2012, 04:23:36 AM
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. :)
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 08, 2012, 01:27:57 PM
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. :)

Thanks Astro. I'm going to put this to use.

Also, found a bug with the Sentinel in Dev05. The missile launcher is linked to to the same weapon group as the two vulcan cannons. Will be fixed! (thankfully its just a single deadfire torpedo)
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: WKOB on May 09, 2012, 12:36:03 AM
I forgot you did those Legion ships, I love those. Doing the same thing here is exactly what you need. Albeit with a bit less contrast, there's too much straight black in the latest Legion and Princeton ships that wouldn't suit Antediluvians at all.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 09, 2012, 02:50:45 AM
On the left, some shading. On the right, originals.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Sentinel_Shading-1.png)  (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Sentinel_Final.png)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Forlorn_Shading-1.png)  (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Forlorn_Final.png)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Donovan_Shading-1.png)  (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Donovan_Final.png)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Column_Shading.png)  (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Column_Final.png)
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Uomoz on May 09, 2012, 02:55:15 AM
Wow, that's decisively an improvement!
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 09, 2012, 02:56:35 AM
Wow, that's decisively an improvement!

Thanks. I'll continue shading and then include the new sprites in Dev06.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 09, 2012, 03:14:01 AM
The contrast is somewhat more obvious here:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Cape.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Cape_Shading.png)
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: DNAz on May 09, 2012, 04:47:13 AM
SOOOO MUCH BETTER! Good job! Nice striking and shiny.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: WKOB on May 09, 2012, 04:49:17 AM
Perfect, you did exactly what we wanted. Hat's off to you.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 09, 2012, 05:01:59 AM
Thanks folks!  :)
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 09, 2012, 06:38:40 AM
Updated the OP. Added previews of the shaded ship sprites.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: WKOB on May 09, 2012, 06:46:58 AM
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.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 09, 2012, 06:51:11 AM
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.

Thick smoked glass that keeps the lights from glowing too much and our sensor rods... well, they have no lights on them. They're sensor rods. Not torches.  :D

But seriously, I think the light coming from the windows is bright enough... And this faction simply doesn't use lights on the end of sensor rods.

However, I might be persuaded to attach some hull lights, that shoot out with a 45 degree angle over the ship's hull.

Oh, and the females? Well, I actually answered that somewhere in this thread. Basically the pipes stand for oxygen intake and carbon dioxide outtake. The tubing is hidden under the male suits, as they are bulkier. That's the cheap explanation, really.

The oxygen tanks are retrieved from the algy chambers. The carbon dioxide reservoirs are fed to the algy. The agly are responsible for turning carbon dioxide back into oxygen. So the algy basically provide the Antediluvians with fresh air, foodpaste and a source of energy.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: WKOB on May 09, 2012, 06:53:11 AM
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.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 09, 2012, 06:57:20 AM
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.

Might have been the Uomoz's Corvus thread.

[edit]
Scroll up two posts. I've added an explanation.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Uomoz on May 09, 2012, 07:10:44 AM
Super nice new sprites!
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 09, 2012, 11:21:40 AM
Thanks Uomoz.

Atlantis-class Capitalship:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Capital_Atlantis_Final.png)  (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_Cape_Shading.png)

The colony section acts as bridge. It has a whole aft section attached to it. Tried to give it a bit of a 'starship' feel. It won't be a dedicated battleship. Instead it is a research vessel. It is well armed, but also has space for plenty of supplies and personel.
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Sunfire on May 09, 2012, 01:00:15 PM
Very big ship, very cool ship, Quick question, is it basically the large space station with a massive engine section attached?
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 10, 2012, 01:23:00 AM
Very big ship, very cool ship, Quick question, is it basically the large space station with a massive engine section attached?
Basically, yes.   :)
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: WKOB on May 10, 2012, 01:54:48 AM
Won't the guns in the center, especially the one in the very middle, have gimped range?
Title: Re: Antediluvians - Under Development - Dev version 05 released!
Post by: Erick Doe on May 10, 2012, 01:58:35 AM
Won't the guns in the center, especially the one in the very middle, have gimped range?

Yes they will. But the ones in the center have a longer range than the ones on the outer sections. I've tested the weapons on the Calypso, and it worked pretty well. So I'm confident the Atlantis will have no troubles with weapons.
Title: Re: Antediluvians - Under Development - (Dev05)
Post by: Erick Doe on May 10, 2012, 03:12:04 AM
Same ship, but with shading:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Capital_Atlantis_Shading.png)
Title: Re: Antediluvians - Under Development - (Dev05)
Post by: Uomoz on May 10, 2012, 03:14:26 AM
:Q

Update asap! (I'll be rewriting diplomacy code for Uomoz's Corvus, planning to add some Antediluvians love).
Title: Re: Antediluvians - Under Development - (Dev05)
Post by: Erick Doe on May 10, 2012, 03:18:31 AM
:Q

Update asap! (I'll be rewriting diplomacy code for Uomoz's Corvus, planning to add some Antediluvians love).

I was planning on doing an update. Heh. I just need to exchange some ship sprites, and then fix a few minor bugs. It will be done soon! (ETA 1 hour)
Title: Re: Antediluvians - Under Development - (Dev05)
Post by: Uomoz on May 10, 2012, 03:27:21 AM
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!)
Title: Re: Antediluvians - Under Development - (Dev05)
Post by: Erick Doe on May 10, 2012, 05:29:46 AM
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!)

That sounds interesting. Can't wait to see how it works ingame.

For now, here's Dev06:
http://www.mediafire.com/file/xnjphqbx6q0c7wh/AntediluvianDev06.zip
Title: Re: Antediluvians - Under Development - (Dev06)
Post by: Erick Doe on May 10, 2012, 08:37:10 AM
Dev07 http://www.mediafire.com/file/ex7d1uv9omj4x2g/AntediluvianDev07.zip
Has some fleet improvements.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Wriath on May 10, 2012, 09:07:32 AM
I don't know if I'm a bit late with this, but the reskin on the ships looks great man, awesome job!
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 12, 2012, 12:49:40 PM
I don't know if I'm a bit late with this, but the reskin on the ships looks great man, awesome job!

Thanks Wriath. I'm kind of happy with the results myself.  :D

So, what else would you folks like to see added to this mod?
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: cp252 on May 12, 2012, 12:53:53 PM
Wow, when did your ships get beautiful?
They still look unfeasibly beweaponed though, some of the smaller ones look like 40% of their mass is weapons :P
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Trylobot on May 12, 2012, 12:55:07 PM
Lookin' good, Erick! Lookin good.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Upgradecap on May 12, 2012, 12:57:09 PM
Lookin' good, Erick! Lookin good.

Was just about to say the same.

Keep up the good work! :D
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 12, 2012, 12:58:27 PM
Thanks!

As for the weapons. Yes there's a lot of weapon slots on these ships, but they can mostly only be armed with light ballistic turrets.  ;D

Other than that, there's a few medium energy turrets and light missile hardpoints.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 12, 2012, 01:11:53 PM
What do you folks think about having multiple 'starship' like capitalships? Each with a very distinct feel, set of weapons and appearance? Not dedicated battleships, but ships that are well rounded and can handle themselves reasonably well in most situations, without being OP.

[edit]

Now that I think about it. This could be an idea for a new mod, or rather a total conversion where there are fleets made up of only 1 or two starships, that take a lot of care both in battle and maintenance wise. Perhaps make it so that fleets actually have to scavenge for replacement parts and supplies.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Uomoz on May 12, 2012, 01:16:35 PM
I wouldn't produce too many different Cap Ships (since probably CapShips will be a lot rarer in future Vanilla), like max 2-3. A lot of different types could be a cool asset for missions though!

Keep up the good work! (can't wait for the pressure weapons)
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: WKOB on May 12, 2012, 03:30:20 PM
This one looks super cool.
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Gadeirus_Shading.png)
I hope you can get your weapons sorted out soon. If not I'll see about doing them for you around Wednesday.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: 7007King0770 on May 12, 2012, 09:50:12 PM
Just to say your ships re-skin give me a Fallout New Vegas: Old World Blues vibe, going on... I don't think that was intentional but it is a good thing.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 02:45:30 AM
Am I missing something when adding weapons?


I create a .WPN file: (the name of this file is ante.WPN)
Quote
{
   "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",
}

I create a .PROJ file: (the name of the file is ante_shot.PROJ)
Quote
{
   "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"
}

The lines like
"bulletSprite":"graphics/antediluvians/missiles/Slug.png"
point to the right directories, where the graphics are located (I've even tried it with the game's original graphics for a weapon, still no luck!)

I have added the weapon to the .CSV file: (weapon_data.CSV)
Quote
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

This line is pretty much a copy and paste. In fact I've pretty much copied and pasted the Vulcan Cannon, just changed the name and graphics.

The weapon won't show up ingame. I mean, it is not in the CODEX. And when I manually try adding it to a ship variant, the game crashes saying spec [ante] not found.


What am I doing wrong? Do weapons only work if they are supplied to a station? That seems unlikely to me, but I'm running out of ideas here.  :(

Please help! Even copying over weapons from other mods won't work.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Upgradecap on May 13, 2012, 04:44:49 AM
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
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 05:28:02 AM
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

The PROJECTILE thing didn't work.

...I know, right? But I can't find what's wrong in the weapon_data.csv.

I've tried putting things in quotation marks, without quotation marks... nothing helps. I've tried opening and saving in excel and in notepad... nothing.

Quote
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

and

Quote
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

in notepad gives the spec [ante] not found error.

And with the quotation marks in excel gives a JSONObject["id"] not found error. Without quotation marks in excel also gives the spec error.

Quote
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
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 05:31:23 AM
Wait! I think I figured it out. Wish me luck!
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Upgradecap on May 13, 2012, 05:32:55 AM
Wait! I think I figured it out. Wish me luck!

What do you think is the problem?
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 05:34:16 AM
The 'number' value at the end of line?

[edit]

Nope. Not it either.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 06:13:00 AM
Can someone please have a look at the weapon and projectile, etc. ?

See if they work for you.

http://www.mediafire.com/file/u9af5f1qbky7v9d/AntediluvianTest.zip

I'd really appreciate the assistance.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: arcibalde on May 13, 2012, 07:37:37 AM
Can't download now, other people play online games here :)  When i have time ill d/l it but from what i see you have something strange there. Why o you use Turret graphics for turret and gun?

Quote
"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",
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: arcibalde on May 13, 2012, 07:49:42 AM
Got it  ;D


Your FILE NAME is:                      ante.WPN              and MUST be    ante.wpn
Projectile FILE NAME is:                ante_shot.PROJ      and MUST be    ante_shot.proj

After that you have your weapon in codex. Oh and almost forgot i put 8888888 as "number" in weapon_data.csv  But that's not important :)
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 07:53:59 AM
Awesome, Arcibalde!  ;D

Thank you so much!


The reason I named them in upper case, was because in my core folders, all extensions are upper case.  :o
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: arcibalde on May 13, 2012, 07:58:22 AM
Np dude, i like this community, everyone is so helpful. There is lot of people that helped me with my mod at least i can do us give back that when i can  ;D

Title: Re: Antediluvians - Under Development - (Dev07)
Post by: arcibalde on May 13, 2012, 08:37:35 AM
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...
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 09:37:14 AM
How did you come to these values?

If the OP seems relatively high, it is usually because it is either an advanced craft (like the cape), or it has a trade-off (like the Forlorn, which is very fragile). And visa versa, if the OP seems somewhat low, the ship usually performs better in other areas.

Interesting observation though.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 10:13:37 AM
Everything is going very well. How do you specify a 'role' for your weapons though? For me it says: 'no description... yet', where it could say 'strike' or 'assault'.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: arcibalde on May 13, 2012, 10:21:17 AM
In description.csv my example:
Quote
"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",
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: arcibalde on May 13, 2012, 10:41:11 AM
As for OP her it is:

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.
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 10:50:33 AM
Thanks for the replies! You're giving me solid info I can use.  :)

The weapons are shaping up nicely. I think I'll try to bring some ships closer to those OP values you mentioned. All in all, they're pretty close already.  ;)
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 01:50:38 PM
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...


Atlantis up from 250 to 260
Azores down from 55 to 45
Calypso remains the same
Cape down from 60 to 55
Deluge down from 160 to 150
Donovan down from 60 to 55
Forlorn down from 60 to 50
Gadeirus down from 180 to 160
Oracle remains the same
Timaeus remains the same
Title: Re: Antediluvians - Under Development - (Dev07)
Post by: Erick Doe on May 13, 2012, 01:53:36 PM
Dev08 is out! WITH Antediluvian weapons!  8)

http://www.mediafire.com/file/k6n3ug8bvsnnksp/AntediluvianDev08.zip
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: Erick Doe on May 13, 2012, 02:28:53 PM
Going to do a background story for the faction. With some artwork to go along. Here's a rough example:

Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/03-1.png)
[close]
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: WKOB on May 13, 2012, 03:22:47 PM
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.
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: Erick Doe on May 13, 2012, 03:28:27 PM
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.

I'll get to that eventually.  ;)
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: cp252 on May 13, 2012, 03:33:32 PM
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.
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: Erick Doe on May 13, 2012, 03:36:44 PM
I might have to reduce the damage on these weapons a little more.
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: Sunfire on May 13, 2012, 03:36:50 PM
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.

I watched one kill itself on a asteroid, sand they aren't that good, they just seem really good because their frigates are good
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: Erick Doe on May 13, 2012, 03:44:55 PM
Hmm yes. And the frigates now really benefit from their numerous weaponslots. Lowering the damage on these new weapons a little, and perhaps decreasing the frigate armour value a bit further might help. Just when I was done balancing, introducing new weapons has really thrown it off again.  :D

The weapons and ships are quite expensive though.

On a side note. Going against Antediluvians with fighters and missiles usually ends badly. You can usually outlast them though with a tough ship. Or shielded frigates. The range on these weapons is very limited. A good Try-Tachyon frigate can hang out of harms way and take potshots. There are numerous tactics by which you can easily (well, maybe not that easily) defeat an Antediluvian fleet. Even with far less ships. Takes a few tries and experimenting with different ships.
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: WKOB on May 13, 2012, 03:51:51 PM
Yeah, high armor with loads of vulcan / auto cannon knock offs? Terrible idea to attack them with fighters.
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: cp252 on May 13, 2012, 06:28:23 PM
The only tactic I've used against them successfully is a fleet of nothing but broadswords and an Astral. Tachyon Lances sort of work... but that's cheating. Frigates can't stand up to them, my destroyers and cruisers get flanked and destroyed, and capitals just can't catch them without using the Lance.
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: Erick Doe on May 14, 2012, 01:28:15 AM
Alright well, with each release I'm pretty much lowering their stats, in an effort to balance things out. Next version the armour values will be lowered again, same with speed and weapons damage. I might up the flux usage for some of the weapons too. Hopefully you'll have a better time fighting them then.  ;)

[edit]

On average I have:

-lowered max speed by 20 points on each ship
-reduced armor on each frigate by 25 points (actually their values are close to ships like the Tempest and the Brawler, who have heavy armor and shields)
-slightly tweaked and reduced acceleration and other movement values.
-increased flux per second from 80 to 100 for the Advanced Turret and the Triple Turret
-decreased damage per shot (roughly 100 damage per second) by 5 points on all weapons

I've also added an advanced sonic weapon and altered the look of some weapons, so that they fit better upon their weaponmount. (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.)
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: Erick Doe on May 14, 2012, 03:10:36 AM
Added custom names.

These are selected from shades of green and blue. Other names for green and blue. Terms relating to the weather and water.
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: Erick Doe on May 14, 2012, 04:44:12 AM
Dev09:
http://www.mediafire.com/file/22zaaht6do0urip/AntediluvianDev09.zip

Small balancing fixes. New sonic weapon. Custom character names.

Updated the OP (I had over 25000 characters :P, which is the limit so I was forced to turn some descriptions into images)
Title: Re: Antediluvians - Under Development - (Dev08)
Post by: arcibalde on May 14, 2012, 04:48:08 AM
Eric you could try something, if you wanna ofc. Instead of reducing weapons stats, take 1 of your ship and reduce weapons arc on it (make another .ship file). I noticed that lots of yours weapon arc is 200 or 180 etc. Put them like 90 and see how ship gonna handle him self. You could even put it against normal version of it :)
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 14, 2012, 04:54:59 AM
Hmm. I think I'll reduce them to 140 on older frigates. 160 on the average ones. And 180 on modern frigates. Most frigates currently have an arc of 200. Most bigger ships an arc of 180. The launchers always have an arc of 90.
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: arcibalde on May 14, 2012, 05:15:15 AM
Experiment  ;D
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Sunfire on May 14, 2012, 06:21:52 AM
lowering the arcs might actually help a bunch with the balance, cause right now the stats feel pretty balanced
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 14, 2012, 01:48:57 PM
lowering the arcs might actually help a bunch with the balance, cause right now the stats feel pretty balanced

Alrighty I'll go and experiment a bit with weapon arcs and let you folks know how that goes.
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: WKOB on May 14, 2012, 01:58:39 PM
Quote
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.
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 14, 2012, 02:04:13 PM
Quote
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.

I really appreciate the offer. But I like doing stuff like that myself. I enjoy working on it.  :)
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: WKOB on May 14, 2012, 03:13:05 PM
Cool deal, I just like recoil. ;)
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Trylobot on May 14, 2012, 04:23:52 PM
@Austupaio: Is your profile picture derived from a Total Annihilation texture? I was a ridiculous fanboy of that game, in its heyday.
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: WKOB on May 14, 2012, 04:25:53 PM
Indeed it is, I've been ripping them for various purposes and I just did this 'cause I thought it'd be neat.

Specifically it's the little color selector from the skirmish screen.
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 14, 2012, 04:29:44 PM
*sends a peewee after Trybolot and Austupaio for derailing the thread*

 :D

(Sorry Erick - you're absolutely right. My bad. -T)
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 15, 2012, 04:08:09 AM
Uomoz is probably going to roll his eyes, but:

I've created three new ships:

A well rounded modern frigate:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Frigate_Bulwark_Shading.png)
Bulwark Frigate


A sonic-focussed destroyer:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Destroyer_Halyard_Shading.png)
Halyard Destroyer


Apart from the Atlantis, the only ship to deploy an Advanced Sonic Turret by default:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Nephilim_Shading.png)
Nephilim Cruiser

[edit]
Also, lots of new votes for more weapons... But, what sort of weapons would you like to see? More ballistic, sonic energy or torpedo weapons?
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 15, 2012, 04:50:49 AM
(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
An extended, dual mounted version of the Atlas. The Hermes AST-20 is the most powerful and expensive pressure turret in existence. However, to harness its power, a ship must possess over a large power-core and have enough ordnance to accommodate its greedy barrels.


I'm currently working on balancing the weapons some more. While the six pressure turrets are very similar, they do have some significant differences among themselves. Primarily in range and damage. Secondary variations in flux usage, OP points and cost.

It is all about preference. Do you like getting close and dealing lots of damage? Get a triple turret. Prefer to stay out of reach of your enemy? Use an extended turret. Want something that performs rather well on all fronts? Get a duel turret. Have some OP and cash to spare? Get an even better well-rounded weapon like the advanced turret.
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 15, 2012, 05:13:40 AM
Decided not to decrease weapon arcs. Instead I'm decreasing the turning rate of turrets. So it will be slower for them to be aimed at a target.

Will this only decrease their efficiency when using Antediluvian weapons? No. Because most vanilla weapons that fit these weaponslots already have a lower turning rate. One of the few weapons with a really high turning rate is a vulcan cannon. But a vulcan cannon will prove rather useless anyway. Antediluvian weapons are similar to the vulcan cannon, but more powerful.
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 15, 2012, 02:45:50 PM
Finally done balancing the weapons. They also fire a lot slower now. Turn slower. Aaand... They now have custom sounds!   8)
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Upgradecap on May 15, 2012, 02:59:44 PM
Finally done balancing the weapons. They also fire a lot slower now. Turn slower. Aaand... They now have custom sounds!   8)

May I ask where you got the sounds from? :D
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 15, 2012, 03:05:49 PM
Made them myself.  :)
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Upgradecap on May 15, 2012, 03:10:42 PM
Made them myself.  :)

Using?
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Erick Doe on May 15, 2012, 03:15:58 PM
Using a microphone and Audacity 1.3

The new ships, all ready to go:
Spoiler
(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/Preview_Nephilim.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/Preview_Halyard.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/Preview_Bulwark.png)
[close]
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: Upgradecap on May 15, 2012, 03:19:32 PM
Using a microphone and Audacity 1.3

Aha. With your mouth or using random objects? (just had to ask :))
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: WKOB on May 15, 2012, 03:33:12 PM
It may seem silly but using your mouth to make sounds isn't that bad or that uncommon. As long as you make sure to run them through synthesizing quite a bit.
Title: Re: Antediluvians - Under Development - (Dev09)
Post by: cp252 on May 15, 2012, 03:36:34 PM
I know it's not like them, since their ships are built in the sea, but a Conquest-style fast dreadnought with medium mount spam (much faster than a normal cruiser of course) would be lovely.
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 15, 2012, 03:49:19 PM
And here she is:

Dev version 10
Spoiler
Quote
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)
[close]
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Uomoz on May 15, 2012, 03:50:01 PM
I'll be right on it ;).
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 15, 2012, 04:05:11 PM
I'll be right on it ;).

*cracks whip*

Hehheh. Nah, take your time!  ;D
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 15, 2012, 05:12:39 PM
Scale charts are always great fun. Here's a few of them: (from small to larger scales)

10 pixels = 1 meters
http://conservationreport.files.wordpress.com/2009/01/starship-size-comparison-chart.png

1 pixel = 1 meter
http://conservationreport.files.wordpress.com/2009/01/starship-size-comparison-chart1.png

1 pixel = 10 meters
http://conservationreport.files.wordpress.com/2009/01/starship-size-comparison-chart2.png

1 pixel = 10 meters
http://conservationreport.files.wordpress.com/2009/01/spaceship-size-comparison-chart.gif

1 pixel = 100 meters
http://conservationreport.files.wordpress.com/2009/01/starship-size-comparison-chart3.png


For my mod, I treat 1 pixel as 1 meter. I guess that makes the Altantis-class as big as an Intrepid class Starship (Voyager) or a little bigger than a Nebulon B frigate from Star Wars.  8)



Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Uomoz on May 15, 2012, 05:49:43 PM
I'll be right on it ;).

*cracks whip*

Hehheh. Nah, take your time!  ;D

Done. Is that easy with a correct folder structure. :)
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 15, 2012, 05:50:59 PM
Great!  :D

You didn't forget bits and pieces this time, did you?   :-X
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Uomoz on May 15, 2012, 05:54:42 PM
Great!  :D

You didn't forget bits and pieces this time, did you?   :-X

Yeah, the non-shaded sprites. I ""forgot"" them :D.
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 15, 2012, 05:57:07 PM
Great!  :D

You didn't forget bits and pieces this time, did you?   :-X

Yeah, the non-shaded sprites. I ""forgot"" them :D.

Hey I left them in there for nostalgic reasons. *cough*  :D
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: WKOB on May 15, 2012, 06:24:04 PM
I noticed that you have only a few projectiles types for all of your weapons.

According to Alex, the projectile takes on some attributes from the first weapon loaded that uses it, so your other weapons may not really be working as intended.

Best to make a new projectile for every weapon, even if it's exactly the same.
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 15, 2012, 06:33:58 PM
I haven't experienced any anomalies so far. But thanks for the heads up.

The reason I haven't seen anything odd might be because the weapons that use certain projectile types are very similar. I'll create a new projectile for each weapon though, just to be on the safe side. And besides, it is more fun to see a pair of slugs leave the dual turret then a single one.  :D
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 16, 2012, 03:10:03 AM
We are now also integrated into: Fight For Universe: Sector Xplo! (http://fractalsoftworks.com/forum/index.php?topic=2091.0)
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: WKOB on May 16, 2012, 03:26:49 AM
They're gonna get reamed because the other factions in that mod are OP as hell!

I mean.. yay!

Don't get me wrong though, WarstalkeR has done cool stuff.
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: arcibalde on May 16, 2012, 03:29:13 AM
Eric why??? Why you send them in slaughterhouse??? WHY??? They was small, pretty and innocent... And now... Now... They are doomed!  ;D
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 16, 2012, 03:37:29 AM
Maybe I should make a version with OP weapons, just for that mod.  :P

Anyway, at least we got fast engines so we can RUN AWAY!
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: WarStalkeR on May 16, 2012, 04:24:18 AM
Maybe I should make a version with OP weapons, just for that mod.  :P
I will be happy :)
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 16, 2012, 05:00:53 AM
Going to do an almanac for the faction through images, like so:

(http://i1022.photobucket.com/albums/af343/erick_doe/Algy_Chamber_Finished.png)

Still struggling with the art direction I want to take this in...

(http://i1022.photobucket.com/albums/af343/erick_doe/Algy_Chamber6.png)
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 16, 2012, 02:23:24 PM
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)
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Sunfire on May 16, 2012, 02:40:57 PM
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)

plauge people!!!

or algae people
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: K-64 on May 16, 2012, 03:13:37 PM
Aquatic space zombies from space who also happen to be aquatic?
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Upgradecap on May 16, 2012, 03:14:41 PM
Aquatic space zombies from space who also happen to be aquatic?

I think you missed an aquatic :P
Title: Re: Antediluvians - Under Development - (Dev10)
Post by: Erick Doe on May 18, 2012, 01:28:37 PM
After some testing, tweaking, re-balancing and adding a super secret surprise:

Dev version 11
Spoiler
Quote
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)
[close]

Next up, I'll finally start working on adding more missions with a storyline, and a forum-side almanac with fancy art and lots of lore.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 18, 2012, 01:33:11 PM
First to post a screenshot of the surprise gets an Atlantean algae cookie!  ;D
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on May 18, 2012, 01:35:39 PM
First to post a screenshot of the surprise gets an Atlantean algae cookie!  ;D



Eeehh......

No thanks :-\
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 18, 2012, 01:52:01 PM
They're absolutely delish!

(http://farm1.staticflickr.com/65/168004177_6c6c11fd6f_o.jpg)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: arcibalde on May 18, 2012, 02:39:06 PM
You have shooting shipwreck :P
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Agalyon on May 18, 2012, 11:01:27 PM
(http://i48.tinypic.com/28jf6td.jpg)

It wouldn't happen to be THIS secret, would it?
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Agalyon on May 18, 2012, 11:05:33 PM
In return, you should tell me if its capture-able  ;)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: vorpal+5 on May 18, 2012, 11:08:57 PM
Hey!

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!.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 19, 2012, 03:05:51 AM
(http://i48.tinypic.com/28jf6td.jpg)

It wouldn't happen to be THIS secret, would it?

 8) congrats sir! Though that's not all there is.


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!

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!.
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).

It may take some getting used to the ship's designs for them to be used in a powerful way. Make sure you use the speed to your advantage. Staying in a group is also important, because these ships fall easily if they're going solo. Swarming tactics always work. Also, most ships have a first weapons group made up of basic pressure turrets, that have faster turning rate than other turrets, making them excellent PD weapons. I always put that group on autofire, so that strikecraft and missiles are quickly taken care of, once I point the conserning broadside toward the incoming ships/ missiles. The second group is usually your basic broadside, best used at closer range, made up of more advanced pressure turrets like the dual or extended variants. The third group is usually a sonic turret or two, meant for ranged combat or quickly overloading an enemies flux. Handy if you need to keep your distance. The fourth group are torpedo launchers. There's your basic launcher, and the advanced one, with faster torpedo and higher damage. A great weapon to initially damage a ship after its shields are down, or to finish a ship off. Ammo is very limited, so you should make every torpedo count. From a design standpoint, most torpedo slots fire forward with a 90 degrees arc.

I'm glad that you like the look of the ships! Make sure you have the latest version (the mod collections currently don't have the latest, but they will eventually).
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: vorpal+5 on May 19, 2012, 03:23:05 AM
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' :)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 19, 2012, 03:26:30 AM
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)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: DNAz on May 19, 2012, 04:16:26 AM
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)
WW-2 style PT/or destroyers would be awesome!
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Agalyon on May 21, 2012, 01:55:12 AM
Ahhhh yes, I see the other stuff. Very very nice, I LOVE the idea. You should make them have excessive health and armor.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 21, 2012, 08:27:09 AM
Ahhhh yes, I see the other stuff. Very very nice, I LOVE the idea. You should make them have excessive health and armor.

I think I will increase both health and armor a little. Keep in mind that they count as frigates though, and shouldn't be overly powerful. They're just there to add atmosphere and to support the thing that's posted a few posts earlier.  ;)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 26, 2012, 01:59:05 PM
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.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on May 26, 2012, 02:00:00 PM
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.

Creating own hullmods isn't that hard, if you know how to :)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 26, 2012, 02:05:02 PM
I took a peek. Looks like a cakewalk.  :)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Capital_Ghostship_Shading.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_SpineDebris_Shading.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_PlatingDebris_Shading.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_HullDebris_Shading.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_EngineDebris_Shading.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Frigate_BridgeDebris_Shading.png)

(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)

Also, beware the graveyards.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: IIE16 Yoshi on May 26, 2012, 02:14:34 PM
Beware the graveyards?
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 26, 2012, 02:16:15 PM
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.  ;)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: IIE16 Yoshi on May 26, 2012, 02:28:33 PM
Hrm, I'll wait until Uomoz gets these graveyards into his modpack and then I'll have to have a flyabout and look for these things.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: cp252 on May 28, 2012, 10:11:36 AM
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.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: IIE16 Yoshi on May 28, 2012, 03:00:09 PM
A lot, if not all the Antediluvian ships seem to like taking knives to gunfights. A torpedo is just a really big knife.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Sunfire on May 28, 2012, 03:06:11 PM
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.

they used to be submarines.....wait, your right, why would a submarine need torpedoes, Eric that is ridiculous, submarines wouldn't have torpedoes!   ::)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: N461WT on May 28, 2012, 04:57:27 PM
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.  ;)

Perhaps a symbiotic organism that came into contact with an Antediluvian bio-experiment?
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: 7007King0770 on May 28, 2012, 09:12:05 PM
Looks like Uomoz's Scourge has (puts on sunglasses) gone green...  YYEEEAAHHHHHH!
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on May 29, 2012, 11:28:50 AM
Heck yeah!  8)

Also, I've personally found the torpedoes highly useful. Especially when finishing an enemy off. They are slow though, so you have to get up close to your target and... BOMBS *cough-torpedoes* AWAY!
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 07, 2012, 05:39:22 AM
Here's a preview of the upcoming version:

The Atol-class Harbour Ship:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Preview_Atol.png)

Biggest and rarest piece of Antediluvian hardware out there!

...a torpedo cruiser and a torpedo destroyer will also be added. Also, a tanker and a cargo ship. I might also add a 'drone' type fightercraft.

Furthermore, I will add a medium 'torpedo-rack'.

And finally, all upper case file extentions will be changed to lower case, to accommodate our Linux users out there.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: IIE16 Yoshi on June 07, 2012, 05:40:26 AM
So many pewpew slots on that ship.  :P
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 07, 2012, 05:48:12 AM
So many pewpew slots on that ship.  :P

No more then necessary. Remember, it can not bring all weapons to fire simultaneously.

Here's a scale comparison:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Preview_Atol.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Capital_Atlantis_Shading.png)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: hadesian on June 07, 2012, 05:48:40 AM
Algae cookie would taste nice.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 07, 2012, 07:28:04 AM
Algae cookie would taste nice.

Yes, yes it would.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on June 07, 2012, 07:48:23 AM
Algae cookie would taste nice.

Yes, yes it would.

Provided i wouldn't throw up after the first bite, yes. :-\
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 07, 2012, 07:55:32 AM
I think I'll take the concept of the Atol and actually add weapons on the inside. So, basically you'll end up with a fast ship that can 'trap' a hostile ship within its 'clam', then blast it to heck.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: WKOB on June 07, 2012, 08:41:13 AM
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.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on June 07, 2012, 08:48:41 AM
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.


:o
Gimme gimme gimme :)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 07, 2012, 09:20:24 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Capital_Atol_Final.png)
The Atol-class Harbour Ship without shading and lighting.


I will admit to being inspired by this:
http://www.youtube.com/watch?v=UfJ6IqKEyI4
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Uomoz on June 07, 2012, 09:35:50 AM
Bentusi *_*

Nice job on the sprite Erick!
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 07, 2012, 11:06:52 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Capital_Atol_Shading.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Capital_Atlantis_Shading.png) (http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Cruiser_Nephilim_Shading.png)

And finally, with shading and lighting.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: hadesian on June 07, 2012, 01:15:13 PM
Do I spy with my little eye a destroyer/frigate being built in between the forward sections of the Atol?
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Shoat on June 07, 2012, 07:16:44 PM
I find that the Ghost ships are extremely easy to defeat and capture (at least when playing U's Corvus, a single player-piloted destroyer was enough to take down one of these).

Was it the intention with them to be easy-to-get early capital ships for the player?
Because if they were supposed to be scary, they are not. ;)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 07, 2012, 11:54:50 PM
 :o

Easy? They're not supposed to be easy. What made it so easy to defeat one?
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 08, 2012, 02:51:46 AM
Extensions fixed for our Linux users, next update.  ;)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 08, 2012, 03:30:28 AM
Pressure based weapons now have visible recoil, next update.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on June 08, 2012, 03:34:10 AM
Erick Doe: Re-defining the meaning of double post. ;D
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 08, 2012, 03:57:17 AM
*holds up a mirror*


How is it double-posting when I'm merely sharing updates to what I've finished.  :P

Quote
(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.

A good choice for larger ships which can equip medium missile weapons. Basically the same as having two Prometheus launchers equipped. But the rack takes up only 9 OP, while two Prometheus launchers would take up 12 OP.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Shoat on June 08, 2012, 05:24:30 AM
:o

Easy? They're not supposed to be easy. What made it so easy to defeat one?


I had a simple ArWar destroyer (it had some PD weapons and two "zaap" long-range guns I think) and a handful of low-end frigates (a lasher, a hound and some others of similar strength).

The few debris-frigates accompanying the ghost ship were no match even for these low-end frigates I had, and the ghost ship itself did not have even close to enough range to touch my destroyer, and since it has no shields it was extremely easy to wear down over the course of a minute or so.


If you have a large, slow and powerful ship, it will need to either have shields or long-range weaponry or it will stand no chance against a faster ship with long-range weapons (especially when it is player-piloted).



I would really suggest making some weapons with longer ranges for your larger Antediluvian ships (especially the ghost ship which does not have a very powerful escort), or else they can be taken down by statistically weaker fleets very easily.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 08, 2012, 05:31:09 AM
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.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 08, 2012, 07:03:23 AM
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.

Next release will have an orbital station. Prices of ships and weapons will be high though.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Shoat on June 08, 2012, 07:45:03 AM
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.


They were 1500 (+200 from Optics hullmod) so they were quite high range, but any ~1000 range weapon could do the same.

If I remember correctly, the sonic weapons have only 600-ish range, which is just not enough (that short range is fitting for the plethora of small rapid-fire weapons, but not so much for these).

It'd probably be enough to double their range and compensate by reducing damage&flux for the medium one and rate of fire for the large one (so the medium one feels more like constant shelling at long range and the large one more like a capital ship's main gun).
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Uomoz on June 08, 2012, 08:00:39 AM
1200 range weapons should be a specialized or high-tech exception not a rule. Look at vanilla range values.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 08, 2012, 08:34:09 AM
1200 range weapons should be a specialized or high-tech exception not a rule. Look at vanilla range values.

I agree. And any ship fitting a weapon like that should probably be classified a cruiser, not a destroyer. Remember, classifications do not equal ship size. A destroyer could be ten times larger than a cruiser. But a ship yielding superior weaponry should be of a higher classification, regardless of size.

I don't know what mod is giving access to 1500 range weapons, but it is obviously overpowered if you can use it on a faster ship, to stay of range and easily pick off a heavier ship. Sure, I could add greater range to Antediluvian weapons, but that would screw up balance, and result in a weapons build up between factions, which we don't need.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 08, 2012, 08:41:11 AM
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".

Instead, classifications are universal.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: arcibalde on June 08, 2012, 10:40:32 AM
It's my weapon  ;D     And i think your right, ill reduce it to range of 900. Unfortunately i got little feedback so i didn't know its too op...
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: hadesian on June 08, 2012, 11:57:51 AM
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".

Instead, classifications are universal.
Like the little Scarab from Starfarer Extended, running about with it's large ballistic slot?
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: IIE16 Yoshi on June 08, 2012, 01:36:41 PM
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".

Instead, classifications are universal.
Like the little Scarab from Starfarer Extended, running about with it's large ballistic slot?
That thing.  >:(
First time loading up Omega's Minimash, bump heads with one of those ships in a Lasher, get all high and mighty because it's one on one and it looks flimsy. Suddenly, NOPE'd by a crazy frigate gunboat with an Autopulse Laser. That showed me.  :D

And I play with the DSTech mod installed, vanilla balance goes out the window. The Judgement destroyer in it's 'Anti-Capital' loadout uses a weapon not unlike the Tachyon Lance, except it does more damage over time, shoots faster, has 8000 range instead of 5000, and the Judgement itself moves at around 150-200 or so, even while firing, so even as the long-range sniper that it is, it never has to worry about being harassed. Even if it is attacked, it can just turn it's sniper beam on the harasser. Luv me DSTech ships.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: NikolaiLev on June 08, 2012, 03:51:43 PM
I have to echo the ease at which ghost fleets are decimated, even with a meager fleet and some careful tactics.  I've done this with both JP and IF fleets.  They ought to be much mightier across the board, since they lose their advantage of mobility the antediluvian ships have.

Don't forget about what torpedoes can do to these poor, unshielded ships, since that's that primarily makes the ghost capital ship so vulnerable.  All that pd in the world won't save it if it's being distracted successfully.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 08, 2012, 03:55:25 PM
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).
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: NikolaiLev on June 08, 2012, 05:58:30 PM
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).

Just wait until we can have cloaking and stuff.  That oughta do it.  :D
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: IIE16 Yoshi on June 09, 2012, 12:51:29 AM
http://puu.sh/zJus

Not sure what that Antediluvian did to invoke such wrath from the pirates, but it was hella funny watching them chase him around the system.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 09, 2012, 03:56:24 AM
That's quite a force chasing them!  :o


Updated OP.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Shoat on June 09, 2012, 04:24:49 AM
1200 range weapons should be a specialized or high-tech exception not a rule. Look at vanilla range values.

My point was that there are already two 1000-range medium weapons in the vanilla game and that a quick destroyer (or maybe even a frigate) with those is enough to take down the ghost ship, which has no way at all to defend itself against that.

I mean, if the ghost ship is player-piloted that is no problem because you can easily switch it's weapons to ones with better range and/or put on advanced optics and integrated targeting (and you have decent escorts to deal with fast ships), but the standard variant is just not much of a threat to players because it is unshielded, slow and has only short range weaponry.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 09, 2012, 05:15:03 AM
I'm addressing the issue by giving sonic weapons a longer range. Torpedoes will also get a slight range increase. Don't want to overdo it though. Range is sometimes all someone has against the fast Antediluvians, who are lethal up close.

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.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: hadesian on June 09, 2012, 05:45:24 AM
Imma fight the biggest Antediluvian fleet I can find with the Red Tempest and see if I can win.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 09, 2012, 05:58:33 AM
You might win against a "Ghost" fleet. But against a proper Antediluvian fleet? I don't know. The frigates are fairly fast. Especially those dedicated to speed. A Cape can go 190 + 50 = 240. A Sentinel can go 160 + 50 = 210.

How fast can a Red Tempest go?
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on June 09, 2012, 06:00:15 AM
I believe the red tempests speed was around 300? (Without flux boost :))
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 09, 2012, 06:03:19 AM
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.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on June 09, 2012, 06:04:37 AM
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.

It's the example mod Alex made :)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: hadesian on June 09, 2012, 07:32:44 AM
Red Tempest with Regular crew without flux hits a decent 400. With Elite it's around 425. It is faster than any fighter too, making it an awesome anti-fighter ship.

This is without augmented engines BTW, and general in system speed is 540 with the 100% boost (more outrunning of everything)

It also has: 0.1 flux shielding efficiency, around 500 flux dissipation, which is enough to fire both beams with the shield up and stay at 0 flux (in other words, soft flux doesn't exist) it can take a hit of 7500 kinetic to the shield and not be overloaded.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Vandala on June 09, 2012, 09:34:47 AM
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.

EDIT: It's the Red Tempest from one of my mods, which I stole from Alex example mod, you can find it in my large mod collection, which you can access throe my tiny mod collection. My links go to so many places.  ;D
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: hadesian on June 09, 2012, 09:39:36 AM
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.

Nooo...

the flaw in it lies in the speed of the thing. It's fast enough to dodge stuff but it's also so fast you'll run into pilums with ease, and then BOOM! no armour to save you.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: IIE16 Yoshi on June 09, 2012, 09:46:45 AM
Get DSTech and try flying one of those Forward frigates. Cruising speed of 600. You will outrun any missile, but then again, you can quite easily wreck the ship entirely by smashing into asteroids, and I've actually lost all of my Forwards in my current save because the AI doesn't attempt to bump asteroids away with shields.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: NikolaiLev on June 09, 2012, 02:58:45 PM
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.

Aww, I really wish you wouldn't.  Those were nice to use for uh... "repurposed" ships :D

I suppose come time to head an Antediluvian fleet I'll be making use of alien tech with a mix of HE and kinetic weaponry, so I'll make my own variants.  Either way.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 10, 2012, 04:12:40 AM
Well, I suppose I could include them again. I always back up my work. We'll see.


Anyhoo, I've changed the whole fleet composition design.

It used to be:
Seekers (small scout force)
Wayfarers (mid-sized scout force)
Crusade (mid-sized attack force)
Flotilla (defensive fleet)
Armada (huge defensive fleet)



I went for a more specialized set of fleets:

Now it's:
Dated Reservefleet (small group of dated ships)
Sentinel Strikeforce (small group of Sentinels + an Oracle)
Advanced Taskforce (small group of advanced ships)
Destroyer Escort (mid-sized group of destroyers + frigates)
Sonic Escort (mid-sized group of sonic destroyers + frigates)
Cruiser Escort (large group of cruisers + escorts)
Cruiser Strikeforce (larger group of cruisers + escorts, including a Nephilim)
Starship Strikefleet (huge group headed by an Atlantis-class starship)
Starship Commandfleet (huge defensive group including an Atol and Calypso)
Research and Supply Fleet (slow fleet consisting of stations and an Atol, supplies the orbital station)
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 10, 2012, 05:03:09 AM
Woo! The orbital dockyard is in! Supplied and all... now I just have to add a supply fleet and bingo! Done!
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 10, 2012, 07:18:09 AM
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.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on June 10, 2012, 07:19:53 AM
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.

What's the problem you're having?
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 10, 2012, 07:25:26 AM
Still trying to find out what's wrong. The log shows nothing usefull. It could be that I've removed references to wings, since Antediluvians don't have wings of fightercraft.

I'll figure it out.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Upgradecap on June 10, 2012, 07:25:53 AM
Does it crash when an convoy spawns?
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on June 10, 2012, 07:32:00 AM
Dev version 11.5
Spoiler
Quote
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)
[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.
Title: Re: Antediluvians - Under Development - (Dev11)
Post by: Erick Doe on June 10, 2012, 07:34:33 AM
Does it crash when an convoy spawns?

Yes.

It may also have to do with that (int i = 0; i < 3; i++) line?
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Upgradecap on June 10, 2012, 07:41:09 AM
In what context is that line?
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on June 10, 2012, 08:00:48 AM
In the Gen file. Anyway, I could upload a version with the convoyspawn in it, so you can take a look. Let's stick to PMs though, else we'll clutter up the thread.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: hadesian on June 10, 2012, 08:31:07 AM
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.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on June 10, 2012, 08:49:04 AM
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.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: hadesian on June 10, 2012, 08:54:44 AM
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.
Yeah, I'm right now just saving up to build a Neutrino fleet. Already got the drone command.

Also, the Red Tempest is OP in every aspect but weaponry. In weaponry it has a super graviton and super phase, both being only slightly better (maybe a difference of 50 DPS) than their forerunners.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Lopunny Zen on June 22, 2012, 12:10:39 PM
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
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Lopunny Zen on June 25, 2012, 09:38:42 PM
will they ever have older fighters maybe?
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on June 26, 2012, 04:28:59 AM
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

Their speed was tuned down because I was getting a lot of complaints about the Antediluvians being too fast. Overall they're still fast. They're just having a hard time attacking Tri-Tachyon ships because they have roughly the same speed but the TT have longer weapon ranges. A successful tactic against the TT is by swarming them with smaller craft.


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.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Lopunny Zen on June 26, 2012, 01:21:46 PM
well i use tactics but when they get in a group they distract and outrange them...and that new big ship could act as a carrier too...i mean they should invest in fighters sometime
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Lopunny Zen on June 28, 2012, 07:59:17 PM
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...
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on June 29, 2012, 05:15:57 AM
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...

Keep practising. Fighting Tri-Tachyon is probably the hardest challenge when playing with Antediluvians. But, I have personally beat all the missions, so it is possible. Be sure to keep your ships close to each other and don't spread out too much. In the campaign the ships take up less fleet points than most other factions, so it is possible to build a fleet capable of swarming a hostile fleet of equal fleet points.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Lopunny Zen on June 29, 2012, 07:14:36 AM
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
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Upgradecap on June 29, 2012, 07:33:49 AM
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

Team? There are not teams, just factions.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Lopunny Zen on June 29, 2012, 10:02:45 AM
same thing...there teams...factions is just a fancy way of saying it lol
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Shoat on June 29, 2012, 10:32:00 AM
Dev version 11.5
Spoiler
Quote
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)
[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.


This is a nice update, time to try out the Atol.
Anyway, are you planning to pimp the Ghost Fleets at some point? As I think I've brought up earlier, they're not as much of a threat as you'd think a Ghost Fleet would be.



same thing...there teams...factions is just a fancy way of saying it lol

They're not the same thing and it's not just a fancy way of saying it. Also "lol" is not a punctuation mark.
You're just bad at expressing yourself.

This is a forum, not a chat room. You have all the time in the world to post.
Spend the extra 10-20 seconds to make sure that your post is in proper, understandable english or whatever you were originally trying to say with your post is lost.

And don't take this as an insult. Give it some thought if you want to be taken seriously.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Lopunny Zen on June 30, 2012, 06:30:17 PM
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?
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Sunfire on June 30, 2012, 07:03:47 PM
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?

I kind of...might have...partially...understood...some of that, but sometimes people make errors on accident, or accidentally make a typing error so be a kind person and give them the benefit of the doubt
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Lopunny Zen on July 01, 2012, 05:38:46 PM
but like i said...fighters are cheap and they do well at cover fire and distractions as well as build price
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on August 05, 2012, 04:58:33 AM
I'm currently adding custom ship names for the faction. Fixing the prefix of the ships that are sold at Atlantis' station from HHS to AVS. Fixed a bug where the Atlantis-class torpedo rack was grouped with point defense weapons. Trying to fix the descriptions, changing the wall of text into subparagraphs. Finally adding fighter-class ships. Possibly also a torpedo destroyer and torpedo cruiser.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: WKOB on August 05, 2012, 05:03:54 AM
Oo oo, when do we get to see the carriers and fighters?
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on August 05, 2012, 06:03:37 AM
In case my fellow modders seek a tool to set text in alphabetical order:

http://www.textfixer.com/tools/alphabetize-text-words.php/


Be sure to set for: Use a line break separator (For alphabetizing lines)

In case you wish to alphabetize something like a naming list.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on August 05, 2012, 06:32:51 AM
A tip for mod makers who are experiencing the same issue, where a description gets cut in half when howevering over a ship.

The trick is, to make the first sentence seperate from the rest of the text.

Like so:

Quote
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."

The bold text results in the first sentence showing when you hover over the ship. The second paragraph of text will show when looking at the ship in the codex.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on August 05, 2012, 06:57:15 AM
Calling all modders, calling all modders!

I can not find a way to change the prefix of the ships for sale at a custom dockyard. Currently they are set to HHS (Hegemony). These ships are added to the dockyard from a faction Gen file. Is there a line I should be adding, holding the "ASV" tag?
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Hyph_K31 on August 05, 2012, 07:05:48 AM
Just had a little peek at the Hegemony.faction file, this is right at the top:
   
Spoiler
id:"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
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on August 05, 2012, 07:07:26 AM
Just had a little peek at the Hegemony.faction file, this is right at the top:
   
Spoiler
id:"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

Thanks. But that isn't it. The Antediluvian faction (in the faction file) already has its own custom faction prefix of "ASV". This works brilliantly ingame. However, the ships added to the station don't have that prefix.
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Hyph_K31 on August 05, 2012, 07:08:11 AM
Ah, which file do you think I should be looking at then? I'll see if i can find it.

Edit?!
Title: Re: Antediluvians - Under Development - (Dev11.5)
Post by: Erick Doe on August 05, 2012, 07:11:31 AM
Ah, which file do you think I should be looking at then? I'll see if i can find it.

Oh, it is likely in a faction gen file. Linked to all the cargo.addMothballedShip(FleetMemberType.SHIP, "blabla", null); and station text.


[edit]

I see that all the other mods also have the HSS prefix for the ships at their respective stations.
Title: Re: Antediluvians - Under Development - (Dev12.0)
Post by: Erick Doe on August 05, 2012, 02:26:02 PM
Dev version 12.0 is out! Optimized descriptions, unique Antediluvian ship names, a few bug fixes, added a new "fighter wing", added hangar space and launch bays on several ships, and more.

Dev version 12.0
Spoiler
Quote
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)
[close]


(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Antediluvian%20Shading/Fighter_Persephone_Shading.png)
Persephone Light Frigate
Grouped up in a wing of four. Mounts a triple turret on both sides. Much tougher than a vanilla fighter. Though also a lot less maneuverable and it is a slightly bigger target.
Title: Re: Antediluvians - Under Development - (Dev12.0)
Post by: Erick Doe on August 06, 2012, 04:05:42 AM
Dev12.0 (yes I use an odd way to keep track of versions, but it is really just a tool for me as the dev of this mod) will be included in the next Uomoz Corvus release.

What I've got planned for Dev13.0:

"Fighters" (and I quote it because they are really just small escort frigates, that act like fighters in the game) are new to the mod, so they may not be 100% balanced. Feedback on them would be appreciated. Now don't worry, they won't be OP or anything. But they might need some fine-tuning. They are relatively slow, very poor at maneuvering, relatively easy target, but they are also a lot tougher than vanilla fighters and their weapons are quite good. Their big plus is that they have a high survival chance, because they have a good chance of making it back to a dockable ship.
From what I can tell I already need to up their price. I also might have to increase their Fleetpoints cost from 2 to 3. I also have to tweak the hangar space on several ships.

Supply fleets, in the form of "Research Fleets" is something I really have to add. I gave up on adding them before because I couldn't get it to work properly. I'll just give it another shot. The idea behind the Research Fleets is that they search for and bring in raw materials that allow the Antediluvians to construct new ships and weapons.

Lacking a common long range weapon, I'll either add more torpedo launchers to ships, or create a new ranged weapon. It should have a longer range than the sonic weapons, but less damage. It will probably take up a medium slot.

The mod is still lacking a torpedo destroyer and torpedo cruiser. So I'll have to work on that as well. I'm also thinking of adding freighters. Though in a way, the station ships already fill that role, being slow and having large cargo space.
Title: Re: Antediluvians - Under Development - (Dev12.0)
Post by: Erick Doe on August 06, 2012, 06:06:39 AM
For those of you interested, here are the ship names I've added for the faction:


They are all related to the legend of Atlantis in one form or other.

Spoiler
      "Admiration of Xenophon",
      "Ancient Athens",
      "Ancient Hermocrates",
      "Aphrodite's Lure",
      "Apollo's Birth",
      "Asterion's Legacy",
      "Atlas' Way",
      "Bermuda's Secret",
      "Born of Deucalion",
      "Born of Prometheus",
      "Bound by Hera",
      "Call of Bermuda",
      "Call of Iceland",
      "Cerulean's Secret",
      "Child of Atlantis",
      "Cleito's Love",
      "Crantor of Xenocrates",
      "Cronus' Legacy",
      "Curse of Minos",
      "Daedalus' Lament",
      "Deep Pearl",
      "Donovan's Call",
      "Edict of Solon",
      "Fist of Hercules",
      "Founding of Locris",
      "Greenland's Demise",
      "Hermes' Release",
      "Hope of Rhea",
      "Island Legend",
      "Kingdom Lost",
      "Legend of Helike",
      "Magician's Spell",
      "Myth of Oceanus",
      "Myth of Plato",
      "Orichalcum Crown",
      "Orichalcum Lost",
      "Orichalcum Trident",
      "Pandora's Gift",
      "Pearl Trident",
      "Persephone's Birth",
      "Pillars of Hercules",
      "Poet's First Song",
      "Poet's Lament",
      "Polyaenus Ninth",
      "Prophecy of Plato",
      "Prophecy of Socrates",
      "Rhadamanthus Forgotten",
      "Saint Hapgood",
      "Sarpedon Forgotten",
      "Seeker's Dream",
      "Solon's Law",
      "Still Ocean",
      "Story of Plutarch",
      "Tale of Critias",
      "Tale of Timaeus",
      "The First Ring",
      "The Great Deluge",
      "The Second Ring",
      "The Third Dialog",
      "Thera's Curse",
      "Three Outer Walls",
      "Titan King",
      "Titan of Legend",
      "Titan's Birth",
      "Truth of Azores",
      "Utopia's Messenger",
      "Vision of Delphi",
      "Wall of Troy",
      "Wrath of Poseidon",
      "Wrath of Zeus",
[close]


Antediluvians have names too! Here's the list of the most common Antediluvian surnames. It reveals their origin as they have English, German and Dutch names for things like water and weather, the colours green and blue.
Spoiler
Alice,,"l","ante"
Ao,,"l","ante"
Azure,,"l","ante"
Blau,,"l","ante"
Blauw,,"l","ante"
Blue,,"l","ante"
Bondi,,"l","ante"
Brandeis,,"l","ante"
Caroline,,"l","ante"
Celeste,,"l","ante"
Cobalt,,"l","ante"
Cyan,,"l","ante"
Flow,,"l","ante"
Fluss,,"l","ante"
Gale,,"l","ante"
Golf,,"l","ante"
Green,,"l","ante"
Groen,,"l","ante"
Grun,,"l","ante"
Gulf,,"l","ante"
Harlequin,,"l","ante"
Indigo,,"l","ante"
Lake,,"l","ante"
Meer,,"l","ante"
Mere,,"l","ante"
Oceaan,,"l","ante"
Ocean,,"l","ante"
Ozean,,"l","ante"
Phthalo,,"l","ante"
Ripple,,"l","ante"
River,,"l","ante"
Rivier,,"l","ante"
Sea,,"l","ante"
See,,"l","ante"
Splash,,"l","ante"
Spring,,"l","ante"
Storm,,"l","ante"
Sturm,,"l","ante"
Surf,,"l","ante"
Surge,,"l","ante"
Teal,,"l","ante"
Tide,,"l","ante"
Viridian,,"l","ante"
Wash,,"l","ante"
Wasser,,"l","ante"
Water,,"l","ante"
Well,,"l","ante"
Welle,,"l","ante"
Wind,,"l","ante"
Zee,,"l","ante"
[close]
Title: Re: Antediluvians - Under Development - (Dev12.0)
Post by: Erick Doe on August 06, 2012, 08:02:23 AM
So, I've created a new weapon for the faction.

Quote
(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."

The weapon is based off a graviton beam. It costs more credits and OP to mount. It also turns slower and uses up more flux. However, it also has a longer range than the Graviton Beam and does more damage. It fires off a fitting thin green beam. TT ships now phase out of combat, are fast and use shields. That's why I've given the Antediluvians the choice to mount this beam weapon, instead of sonic weapons. Its range is long enough to reach running and phasing TT ships. Though it takes some skill to use this slow turning weapon properly. It also cuts through shields quickly. Though does little hull damage.
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Erick Doe on August 06, 2012, 09:11:18 AM
Dev12.5 is out!
Tweaked the Persephone and its weapons. Tweaked hangerspace. Added the beam weapon and added variants that use the beam weapon instead of the sonic weapon. And more!

Dev version 12.5
Spoiler
Quote
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)
[close]


[edit]
The sonic weapons are still a good alternative, since it can force a Flux overload in a single shot, if the enemy doesn't vent in time. Plus it does tons of hull damage once shields are down.
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Uomoz on August 06, 2012, 10:17:45 AM
Are ships systems planned for this mod?
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Erick Doe on August 06, 2012, 10:28:54 AM
Are ships systems planned for this mod?

Planned, but not present.

I did add a beam weapon to counter some of the other faction's most intrusive abilities though. So it is currently balanced for 0.53a
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Lopunny Zen on August 06, 2012, 06:12:57 PM
so...never any fighters?
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Erick Doe on August 06, 2012, 06:14:07 PM
The Persephone fills the role of a fighter.
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Erick Doe on August 07, 2012, 07:30:12 AM
Here are two questions question:

Do you like flying Antediluvian ships? If so why? If not, why not?

Also, do you like fighting against Antediluvian ships? If so why? If not, why not?

I'm hoping to better the mod with the anwers you provide!
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Wriath on August 08, 2012, 08:12:58 AM
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?
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Erick Doe on August 08, 2012, 08:15:43 AM
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?

That indeed seems to be the bane of the Antediluvians.

I was hoping that the ranged beam weapon would be able to counter the Omen before it gets too close. But it usually isn't present in sufficient enough numbers.

The only true way to counter the Omen's EMP is by swarming the ship and destroying it ASAP.

On the plus side, the Ante ships have enough armour to withstand quite a pounding, even when disabled. And can counter strike as soon as they have recovered from the EMP's effect.
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Erick Doe on August 09, 2012, 04:57:21 AM
Got some good feedback from Griffinhart. Will be implementing changes to the Persephone next update. I will also include more Persephone wings to Antediluvian fleets.
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Lopunny Zen on August 09, 2012, 11:52:37 PM
yeah...the fighter needs to cost waaay more than 3000 and 6 points...those things despite those flaws dominate the field...and thanx to there armor survival is at maximum....dont weaken them just make them cost 6000...the slowness is a good flaw though. The giant ships should have 3-4 flight decks....its way bigger than the other carriers from other mods and plus some way more powerful ships like the titan class are smaller with 4 flight decks and much more fire power...calypso should have 2 flight decks(maybe leave it the same)
Title: Re: Antediluvians - Under Development - (Dev12.5)
Post by: Lopunny Zen on August 10, 2012, 08:29:40 PM
or make the new fighter a heavy one since it seems to do a good job as one
Title: Re: Antediluvians - Under Development - (Dev13.0)
Post by: Erick Doe on August 11, 2012, 07:56:06 AM
Dev13.0
-Green glowing engines
-Added a Modified Reflector Turret
-Updated fleets, added more Persephones to fleets
-Updated AntediluvianGen, Modified Reflector Turrets now for sale at the station
-Fixed the Persephone. Requires more crew, more FP, more credits. Slightly slower.
-Updated roles of weapons (descriptions)
-Changed upper case weapon graphics to lower case (Linux compatibility)
-Changed hangar space on ships
-Some other small changes

Dev version 13.0
Spoiler
Quote
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)
[close]
Title: Re: Antediluvians - Under Development - (Dev13.0)
Post by: IIE16 Yoshi on August 11, 2012, 08:55:06 AM
For the most part, Antediluvians never seem to pose a threat to ships I field in combat against them. I'm sure their numbers would make them lethal to smaller ships, but the Auria, which is my current flagship in Uz's Corvus, has an armour rating of around 1500~. It's gonna take a long, long time to work through that armour with frag weapons. The only threatening aspect is the ships with Solons, or Antediluvian torpedoes, which are miniscule and pretty difficult to hit, even for the hailstorm of shots put out by my ship's own Antediluvian guns.
I notice that the Antediluvians have no ship systems yet, and to be honest, I have no idea what would even work for the Antediluvians. Maybe Manuevering Jets, to let them bring their broadsides to bear, while still going at high speeds. Accel Ammo Feeder wouldn't work, they have machinegun-esque weaponry. Fast Missile Racks would only work on a couple dedicated torpedo boats. Phase systems...I don't really picture the Antediluvians with phase technology....Flares could be useful, their lack of shields means that they rely entirely on their agility or a hail of bullets to keep missiles under control.
Title: Re: Antediluvians - Under Development - (Dev13.0)
Post by: Erick Doe on August 11, 2012, 08:58:32 AM
The AI needs to get its act together.  ::)

I was considering adding Manuevering Jets to the ships. And I might have to increase the armour rating exponentially. Meaning the frigates already have great armour, but the bigger the ship, the weaker it becomes relative to ships of other factions. So the bigger ships might need a little boost in armour.
Title: Re: Antediluvians - Under Development - (Dev13.0)
Post by: IIE16 Yoshi on August 11, 2012, 09:16:40 AM
The smaller ships are probably fine, I haven't grinded against enough fleets, and I haven't engaged the Antediluvians themselves. Mostly just the Ghost Fleet. Either I can't catch the Antediluvian fleet, or it's a 'Level 4' fleet with a metric ton of ships, relatively speaking. Against me and two destroyer sized gunships. Could probably do it if I changed out all the Autoguns on my ship for Maulers. I have enough of them lying around.
Title: Re: Antediluvians - Under Development - (Dev13.0)
Post by: Erick Doe on August 14, 2012, 11:39:34 AM
The Antediluvians finally have supply convoys, that pass through or near pirate space in order to get to Atlantis' dockyard. There's three different types of convoys that drop of weapons, ships and supplies. This feature will be included in the next release.

Also, I'm probably adding a series of beam weapons with different coloured beams, as an export product. They are basically Antediluvian Reflectors with coloured lenses for the commercial market. (Hey, even Ante's have to get by.) So you will be able to purchase a beam weapon in the colour you like.

I'm also going to add a torpedo variant of the Persephone.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on August 14, 2012, 05:59:42 PM
Convoys are in + some other small stuff.

Dev version 13.1
Spoiler
Quote
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)
[close]
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on October 29, 2012, 09:49:14 AM
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".
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Sunfire on October 29, 2012, 11:42:17 AM
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".

it looks sweet, I like the not perfectly straight design
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 05, 2012, 06:16:49 AM
Someone found a ghost fleet (http://www.youtube.com/watch?v=wJbfbbghjls) :)
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Uomoz on November 06, 2012, 10:40:34 AM
Ahahahah :D
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 16, 2012, 02:10:04 PM
So, any last minute suggestions since I'm updating the mod?
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: ValkyriaL on November 17, 2012, 02:27:13 AM
Add more fighters and bombers, since the antediluvians only have 1 fighter wing right now and that one is pretty much completely useless. :P
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 17, 2012, 07:04:48 AM
Useless? I toned it down a bit because people were saying how powerful it was. If you have a carrier to fix them up, the things won't die. Unless I toned them down too much?
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: superecnate on November 17, 2012, 07:55:33 AM
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.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 17, 2012, 10:11:53 AM
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.

I am going to bump up their cost. I also tweaked their stats a bit. The Demeter "fighter" will have missiles. I may add more missile type weapons later.

What sort of ship system should I create for the Antediluvians? I was thinking of an Algae burner or something. Ante ships are fast but turn poorly. This Algae Burner could give them a temporary turning boost.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: ThePinkPanzer on November 20, 2012, 04:46:30 PM
Hey, if you ever need a writer, I can happily lend my pen.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: CrashToDesktop on November 20, 2012, 04:56:53 PM
Will you be making another faction mod for your Navy ships (the ones you've been making at the sprite thread)?
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 21, 2012, 07:19:10 AM
Hey, if you ever need a writer, I can happily lend my pen.

Thanks for the offer. I'll keep that in mind.


Will you be making another faction mod for your Navy ships (the ones you've been making at the sprite thread)?

Yes. The goal is a small faction that adds additional ships to vanilla Starfarer. It will consist of various naval themed ships using vanilla weapons and ship systems. I'd like to add them to the campaign as independent mercenaries and trade convoys.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Reshy on November 21, 2012, 12:03:25 PM
So what's with the broken ships that float around randomly and die a lot?
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 21, 2012, 12:06:25 PM
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.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Reshy on November 21, 2012, 12:24:33 PM
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.


So basically their organic filtration system had a spactacular failure and ended up corrupting system components and mummifying the crew.


It would be interesting and a bit creepy if all you got in the battle encounter was a corpse staring at the screen with no words or threats or anything like "Blarg we are the Algae and we consume stars" or whatever.


Still however how does the Algae lead to ships sundering themselves apart?  Also where are the hulks of smaller ships?



(http://i.imgur.com/KhRAz.jpg)

Run little ships run!
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 24, 2012, 07:05:05 AM
@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.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Reshy on November 24, 2012, 12:39:02 PM
@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.


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.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Sunfire on November 24, 2012, 05:53:38 PM
@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.

I second this excellent suggestion
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 26, 2012, 07:06:29 AM
@Reshy and Sunfire

1.) I do not wish to include detailed information on some of the "secret" factions within this mod. Their existance is hinted at, but I feel as though I would be spoiling the surprise by listing all their ships in detail. However, I am planning on updating the OP in the future since some of the information listed there is outdated.

2.) I will take your suggestion on ship systems into consideration. The next release however, will not yet include ship systems. I might create a custom one altogether.

3.) The engine debris already has a higher speed rating than, for example, the bridge debris. The difference is small though and hardly noticeable. I will make more distinct differences between the various pieces of debris.

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.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on November 26, 2012, 09:35:32 AM
Dev version 13.2
Spoiler
Quote
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
[close]
Download:
Download! (http://www.mediafire.com/?d68y12at3fy0661)

Changelog:
+Ghost ships made more powerful. Ghost ship prices decreased; as to avoid players making too much profit from "farming" ghost fleets.

+Slight armour increase, small cargo space increase, minor speed increase for all Antediluvian ships. Since the introduction of ship systems the Antediluvians have been sup-par and required several slight improvements.

+Added Persephone Ghosts, to make up for the Ghost fleet's lack of a fast attack ship.

+Fixed pressure turrets not being delivered by convoys.

+Balanced fleet sizes. Decreased the OP values overall.

+Added Wayfarers sub-faction to the mod.

+Redid Flux points and hullmods for Antediluvian ships.

+Improved descriptions here and there.

+Added additional "Reflector" variants to Antediluvian ships.

+Lots more.


Postponed:
-Custom Ship Systems.

-Bounds (they are too detailed as of now).

-Adding unarmed variants to be sold at stations.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Reshy on November 26, 2012, 09:55:05 AM
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.


Pirates seem to fly circles around where they spawn and destroy them due to the Ghost Ship's having horrible auto-resolve chances.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: CrashToDesktop on November 27, 2012, 05:15:11 PM
Want me to fix those bounds?  They're quick and easy, and I've got free time.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on November 27, 2012, 05:24:09 PM
Want me to fix those bounds?  They're quick and easy, and I've got free time.

Were you going to use Trylobot's editor for that?
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: CrashToDesktop on November 27, 2012, 05:24:45 PM
Yea.  Any problems?  I still have an older version of it if there's a glitch.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on November 27, 2012, 05:25:57 PM
Yea.  Any problems?  I still have an older version of it if there's a glitch.

The editor won't work with this version of Antediluvians. But you just got me thinking and I came up with an idea. I'll post the details later.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: CrashToDesktop on November 27, 2012, 05:27:06 PM
Ah, I see. :)

Oh, and for that faction to replace the Antedeluvians (at least you said that in the spriter's thread), is that battleship done yet? ;D
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 06, 2012, 06:23:43 AM
I've created a medium ballistic turret. I know that the Antediluvian ballistic pressure turrets are quite popular since they are so effective at PD and can also deal good damage vs larger targets. While the medium turret is very similar, it does have a much lower rate of fire, unfortunately.

Antediluvians don't use the turret (yet). Purely made for export.  ;)

What else? Also finally added the Demeter. It is a fighter. A big fighter. Actually more like a small frigate. It does not have a wing but it can repair and dock at carriers.

Done some more tweaks and fixes. I'm currently looking to add a custom ship system.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 06, 2012, 02:22:25 PM
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.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Reshy on December 06, 2012, 02:27:50 PM
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?
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 06, 2012, 02:30:38 PM
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?

I upped their stats a bit and added a "ghost" version of fast Persephone fighters. So it should now be harder to pick them off from a distance with a long range weapon.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 08, 2012, 05:30:07 AM
Working towards a big update, containing:

+Rebalanced hullmods for ships; removed Integrated Point Defense AI (useless for Ante's)

+Fixed OP for Escort Turret, from 0 to 6

+Added a medium ballistic weapon, using custom animation

+Added a large ballistic weapon, using custom animation

+Added a large torpedo launcher

+Finally added the Demeter-class fighter, a small frigate with 2 escort turrets and 1 launcher, that acts like a fighter

+Added extra hangar space to several Antediluvian ships, including the Atlantis

+Improved several ship graphics

+Added "Lance Patrol" fleet type, consisting of Oracles with fighters

+Fixed offsets

+Improved fleet values (crew, supplies, etc.)


And possibly:

-Halyard Mk2 Pocket Cruiser; an extended halyard that can be armed with 3 reflectors

-Unarmed "stock" variants of all Antediluvian ships
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 16, 2012, 05:23:11 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/cruiser_halyardmk2_shading_zps7335d114.png)

The Halyard Mk2 pocket cruiser. Perfect platform for long-range reflector beams.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: ValkyriaL on December 16, 2012, 05:44:18 AM
I like it, but i think you could make that main engine a little shorter, its fine as it is, but I think it would look better if the main engine was half as long.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Hyph_K31 on December 16, 2012, 05:49:46 AM
Very nice Erick! although I agree with ValkyriaL, the main engine does seem as if it's bolted on. Perhaps merging it with the main hull a bit more would make it look more at home?
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 16, 2012, 07:34:35 AM
@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.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Antediluvian/Sketches_zps04a7f6f6.png)
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Hyph_K31 on December 16, 2012, 07:38:34 AM
I think Valk was talking about the grey part, but I was mainly talking about the main engine in general. I not sure how exactly to put it into words, but it doesn't look like the engine is an integral part of the ship IMO. I think the shading on the hull just before the engine makes this jump out at me more than it might otherwise.

Edit:

Come to think of it, this is a theme your ships seem to have in general anyway - feel free to ignore me :)
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Hyph_K31 on December 16, 2012, 07:43:22 AM
@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]

I like the trade station! can't wait to see that one when it's done. The frigate looks a bit odd to me, perhaps another engine? Otherwise, very nice! If you rotate it 90 clockwise, it could really pass for a snail shaped ambush sub!
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 16, 2012, 03:41:42 PM
Making progress:

(http://i1022.photobucket.com/albums/af343/erick_doe/Sketches2_zps214ab06c.png)
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Reshy on December 16, 2012, 03:47:30 PM
Is that what the Antedilvian's station is going to look like?
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 16, 2012, 03:51:40 PM
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. Unfortunately this is not yet possible. The trade station will be a flyable ship. Immensely slow, but no visible engines to disable. Very slow turn rate. 1x large energy, 1x large missile, 4x medium ballistic, 12x small ballistic and 4x small missile weapons. Several hangars and docks. Large cargo space. Basically it can be used as a powerful freighter or extremely slow carrier.

Here's an image of what the station would roughly look like when viewed from a different perspective. Fairly flat with a great open dock on one end.
Spoiler
(http://images4.wikia.nocookie.net/__cb20070908175353/homeworld/images/thumb/c/cd/HW2_Comps_06_RC_chimera_station.jpg/640px-HW2_Comps_06_RC_chimera_station.jpg)
[close]
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Thule on December 16, 2012, 03:59:38 PM
If it were possible to have unique station graphics for each faction, yes.

Very much this.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Reshy on December 18, 2012, 04:37:39 PM
Well Eric, you need to add in proper shield arcs for the Antediluvian ships, currently they cannot properly use the Frontal Shield Generator mod.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 18, 2012, 05:05:48 PM
I made them incompatible on purpose. Frontal Shield generators are not compatible with Antediluvian technology. However, I may create a shield like ship system.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Reshy on December 18, 2012, 07:15:01 PM
Why?  I don't see why you'd purposely make a mod incompatible.  It still costs buckets of OP to equip.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: FlashFrozen on December 18, 2012, 07:42:46 PM
The only problem with using the 0 shield radius method is that it'll bug your ships, making it basically free phasecloak,
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 18, 2012, 10:10:21 PM
The only problem with using the 0 shield radius method is that it'll bug your ships, making it basically free phasecloak,

Bug it how? I have not experienced any issues.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: FlashFrozen on December 18, 2012, 10:16:01 PM
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.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 19, 2012, 06:26:00 AM
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.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Reshy on December 19, 2012, 10:01:17 AM
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.
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: arcibalde on December 22, 2012, 08:49:58 AM
This thing [Escort Turret] is just... It's... 750 dps for 50 flux... C'MON! I know it's "only" fragmentation dmg but still it's way to op. If it sniff out exposed hull its bye-bye in blink of an eye. One of yours ghost fleet attacked me (simple Lasher) (one wit 3x ghost fighters frigates armed with those things :P) and i lose 3 or 4 times and then i did auto combat and i win. Again and again and again until i weaken them so much that finally the lose 2 fighter squadrons (before that they always retreated).
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 22, 2012, 09:28:08 AM
You were hoping to win against a ghost fleet in a simple lasher?  :P

Of course that's not going to happen.

These weapons are also not available to the player, though they may rarely be obtained through combat. Consider it a big bonus.

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?
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: arcibalde on December 22, 2012, 09:39:38 AM
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

And then, in spoils of war, i see that little green thingy big as and and strong as WHALE!  ;D  I sold it, it was way to much firepower in such small thing... You know... I think... I ... want it back... my precious...
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 29, 2012, 03:16:22 AM
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.

Adding shield radii manually. Daunting task since my custom engines make using the ship editor impossible.  ::)
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 29, 2012, 05:19:07 AM
Complete list of ships in the mod:

Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/antediluvians_zps62b434a4.png)
[close]
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: CrashToDesktop on December 29, 2012, 05:44:38 AM
You can add the shield radius via the .ship can't you?
Title: Re: Antediluvians - Under Development - (Dev13.2)
Post by: Erick Doe on December 29, 2012, 06:22:51 AM
Yes, I did. They're all done now.
Title: Re: Antediluvians - Under Development - (Dev13.1)
Post by: Erick Doe on January 11, 2013, 03:36:13 AM
Dev version 14
Spoiler
Quote
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
[close]
Download:
Download! (http://www.mediafire.com/?fhs68bqie85028n)

Changelog:
+Rebalanced hullmods for ships; removed Integrated Point Defense AI (useless for Ante's)

+Fixed OP for Escort Turret, from 0 to 7, plus added flux cost

+Added a medium ballistic weapon, using custom animation

+Added a large torpedo launcher

+Finally added the Demeter-class fighter, a small frigate with 2 escort turrets and 1 launcher, that acts like a fighter

+Added extra hangar space to several Antediluvian ships, including the Atlantis

+Improved several ship graphics

+Added "Lance Patrol" fleet type, consisting of Oracles with fighters

+Improved fleet values (crew, supplies, etc.)

+Battery turret now delivered to station

+New ship: Halyard Mk2 Pocket Cruiser; an extended halyard that can be armed with 3 reflectors

+New ship: Troy-class Trade Station; a powerful capital ship

+Shield radii added to all ships, now compatible with shield hullmod

+Fixed weapon offsets and recoiling barrels when mounted on hardpoints

+Renamed fighter wings, solving a crash bug

+Added fighter wings to Ghost fleets, making them more powerful

+And more!


Postponed:
-Custom Ship Systems

-Bounds (they are too detailed as of now)

-Adding unarmed variants to be sold at stations

-More missions, plus less bright backgrounds
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 12, 2013, 07:00:27 AM
Next up:

Artwork for the Ante's wiki page:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/ART_08_zps82dbb52d.png)

Ships, guns, Cerulean City, etc.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 13, 2013, 04:15:07 AM
Started working on a wiki. Though it will probably take a while to be up-to-date.

http://antediluvians-of-atlantis.wikia.com/wiki/Main_Page
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Romeo_One on January 17, 2013, 08:18:00 AM
Looking forward to reading more about this faction ^^
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 18, 2013, 01:48:21 PM
Thanks, Romeo_One.

So I've been meaning to ask, what would people like to see next in this mod? The poll is pretty outdated, but it shows that I should probably expand upon the number of cruisers?
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Cycerin on January 18, 2013, 02:16:23 PM
Ship systems.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: conorano on January 21, 2013, 01:19:46 PM
Ship systems.
This
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 21, 2013, 04:27:27 PM
Alright. Ship systems it is then.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 22, 2013, 05:13:33 AM
Got an issue I've not been able to solve, and it has made editing ships harder since I can't use Trybolot's ship editor.

Here's the thing. I had to add in custom engines manually for the ships. I found it easier to edit the hull files manually after changing the layout of the hull text from:

Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/code_01_zpsb6476261.png)
[close]

to

Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/code_02_zps4642aab8.png)
[close]

Unfortunately, I don't know how to change back the layout without manually changing every little thing. Because while Starsector has no problem with my new layout, Trybolot's ship editor does.

Any help would be appreciated.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Okim on January 22, 2013, 05:33:40 AM
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.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 22, 2013, 05:37:38 AM
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.

Thanks, that will come in handy in the future. But that doesn't really help me atm. I'm looking for a way to get the old text format back. Because the ship editor still won't read the .SHIP files.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Sproginator on January 22, 2013, 05:43:04 AM
Hmmm, I suppose just look through it all and ensure that all braces ("{") and such have matching endings.

Can you copy and paste the code here?
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 22, 2013, 05:46:50 AM
That's code for 33 ships.  :P
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Sproginator on January 22, 2013, 05:48:22 AM
Still, Just post 1 here then, I'll take a look, May be a consistent error :)
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 22, 2013, 05:53:47 AM
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.  :-\
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Sproginator on January 22, 2013, 05:54:42 AM
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.  :-\

Hmmm, Weird.... Could it be using features not yet implemented within the editor?
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 22, 2013, 05:55:26 AM
I was thinking that too.

Perhaps the custom engines mess things up.

Spoiler
Quote
  ],
  "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
    }
  ],
[close]
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Sproginator on January 22, 2013, 06:13:52 AM
Hmmm, Weird :S
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 22, 2013, 06:38:54 AM
Hmmm, Weird :S

I'm really hoping someone can help me with this. It will make editing the ships so much easier. Plus I'll finally get to properly reduce the amount of bounds on ships.

Anyway, for now I'll just focus on creating a new ship system and assigning it to the ships. I'm thinking it should be something that either gives a brief engine boost, or a defensive drone. A large shield drone that rotates around the ships. To make up for the Ante's lack of shields.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Okim on January 22, 2013, 07:23:03 AM
Why not using engine_styles.json for custom drives?

Here is the code for my XLE drives in that file:

Spoiler
{
   "dragons":{
      "engineColor":[0,200,0,200],
      "contrailParticleSizeMult":3,
      "contrailParticleDuration":4,
      "contrailMaxSpeedMult":1,
      "contrailAngularVelocityMult":0.05f,
      "contrailColor":[125,75,0,50],
      "type":"SMOKE" # GLOW or SMOKE
      },
}
[close]

Here is how its called in hull file:

Spoiler
  "engineSlots": [
    {
      "angle": 180,
      "contrailSize": 9,
      "length": 43.5,
      "location": [
        -17.5,
        22.5
      ],
      "style": "CUSTOM",
      "styleId": "dragons",
      "width": 9
    },
    {
      "angle": -180,
      "contrailSize": 9,
      "length": 43.5,
      "location": [
        -17.5,
        -22.5
      ],
      "style": "CUSTOM",
      "styleId": "dragons",
      "width": 9
    }
  ],
[close]

This will reduce the sizes of your files, make it easier for you to adjust the drives and will allow you to easily select the required custom style in Trylobot`s editor in the future.

And i`m more then sure that these custom drives are causing your problems with the editor. I had something similar with old editor.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 24, 2013, 05:06:50 AM
Thanks Okim.

Working on a ship system now. A large drone with a shield generator and a single PD weapon slot. It pretty much acts as a frontal shield generator. Quite useful for the Ante's.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Vinya on January 24, 2013, 07:41:03 PM
Crash when entering combat with Unidentified Blip in Campaign.

Log:
Spoiler
4824751 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   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.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.N.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I think it might just be a Java crash though.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 25, 2013, 03:05:33 AM
Looks like you ran out of memory. The mod's ships have a high bounds count. That may contribute to the java.lang.OutOfMemoryError. Reducing the amount of bounds is on my to-do list.

To-do:
-change custom engines so that I can open the ships in Trybolot's editor.
-reduce the amount of bounds on ships
-add ship systems
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Romeo_One on January 25, 2013, 04:11:58 AM
Aren't most anti-ships rectangular?  What kind of crazy bounds did you assign? xD
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Pelly on January 25, 2013, 04:18:09 AM
Aren't most anti-ships rectangular?  What kind of crazy bounds did you assign? xD
Probably too complex  meaning there are too many points encompassing the ship, when say 6 could do the job of 12.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 25, 2013, 04:24:19 AM
Aren't most anti-ships rectangular?  What kind of crazy bounds did you assign? xD

Highly detailed ones. I didn't think it would impact performance much.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 25, 2013, 04:44:28 AM
Okim, thank you!

I had no idea that a "specId" would save me so much work. I made a predefined "algae" engine. Now Trybolot's ship editor will read the ships again!

Now I can easily alter the bounds and other stuff!


[edit]

Example: Here's the old Atlantis' bounds:
Spoiler
{
  "bounds": [
    31.0,
    -88.0,
    31.0,
    -91.0,
    42.0,
    -102.0,
    46.0,
    -102.0,
    46.0,
    -88.0,
    47.0,
    -88.0,
    47.0,
    -89.0,
    80.0,
    -89.0,
    80.0,
    -87.0,
    82.0,
    -89.0,
    82.0,
    -93.0,
    81.0,
    -93.0,
    81.0,
    -98.0,
    94.0,
    -98.0,
    94.0,
    -93.0,
    93.0,
    -93.0,
    93.0,
    -89.0,
    96.0,
    -86.0,
    99.0,
    -86.0,
    130.0,
    -55.0,
    148.0,
    -55.0,
    150.0,
    -53.0,
    161.0,
    -53.0,
    161.0,
    -42.0,
    163.0,
    -40.0,
    139.0,
    -40.0,
    159.0,
    -20.0,
    159.0,
    -12.0,
    161.0,
    -12.0,
    167.0,
    -6.0,
    169.0,
    -6.0,
    169.0,
    -5.0,
    172.0,
    -5.0,
    172.0,
    -3.0,
    170.0,
    -3.0,
    170.0,
    -2.0,
    181.0,
    -2.0,
    181.0,
    -0.0,
    170.0,
    -0.0,
    170.0,
    1.0,
    179.0,
    1.0,
    179.0,
    3.0,
    169.0,
    3.0,
    169.0,
    4.0,
    167.0,
    4.0,
    167.0,
    5.0,
    169.0,
    5.0,
    169.0,
    6.0,
    176.0,
    6.0,
    176.0,
    8.0,
    170.0,
    8.0,
    170.0,
    9.0,
    185.0,
    9.0,
    185.0,
    11.0,
    170.0,
    11.0,
    170.0,
    12.0,
    175.0,
    12.0,
    175.0,
    14.0,
    169.0,
    14.0,
    169.0,
    15.0,
    167.0,
    15.0,
    161.0,
    21.0,
    159.0,
    21.0,
    159.0,
    29.0,
    140.0,
    48.0,
    164.0,
    48.0,
    162.0,
    50.0,
    162.0,
    61.0,
    151.0,
    61.0,
    149.0,
    63.0,
    131.0,
    63.0,
    100.0,
    94.0,
    100.0,
    97.0,
    104.0,
    97.0,
    104.0,
    98.0,
    105.0,
    98.0,
    105.0,
    100.0,
    107.0,
    100.0,
    107.0,
    99.0,
    111.0,
    99.0,
    111.0,
    100.0,
    127.0,
    100.0,
    127.0,
    102.0,
    111.0,
    102.0,
    111.0,
    103.0,
    117.0,
    103.0,
    117.0,
    105.0,
    111.0,
    105.0,
    111.0,
    106.0,
    107.0,
    106.0,
    107.0,
    105.0,
    96.0,
    105.0,
    96.0,
    106.0,
    91.0,
    106.0,
    91.0,
    107.0,
    83.0,
    107.0,
    83.0,
    105.0,
    82.0,
    105.0,
    82.0,
    103.0,
    81.0,
    103.0,
    81.0,
    95.0,
    80.0,
    95.0,
    80.0,
    98.0,
    73.0,
    98.0,
    73.0,
    95.0,
    71.0,
    95.0,
    71.0,
    97.0,
    66.0,
    97.0,
    66.0,
    95.0,
    61.0,
    95.0,
    61.0,
    97.0,
    56.0,
    97.0,
    56.0,
    95.0,
    54.0,
    95.0,
    54.0,
    98.0,
    47.0,
    98.0,
    47.0,
    95.0,
    46.0,
    95.0,
    46.0,
    99.0,
    45.0,
    99.0,
    45.0,
    103.0,
    46.0,
    103.0,
    46.0,
    106.0,
    27.0,
    106.0,
    27.0,
    103.0,
    28.0,
    103.0,
    28.0,
    99.0,
    27.0,
    99.0,
    27.0,
    94.0,
    -12.0,
    55.0,
    -14.0,
    55.0,
    -14.0,
    54.0,
    -15.0,
    54.0,
    -15.0,
    53.0,
    -28.0,
    53.0,
    -33.0,
    48.0,
    -35.0,
    48.0,
    -35.0,
    49.0,
    -43.0,
    49.0,
    -43.0,
    48.0,
    -51.0,
    48.0,
    -51.0,
    49.0,
    -59.0,
    49.0,
    -59.0,
    48.0,
    -61.0,
    48.0,
    -75.0,
    55.0,
    -75.0,
    72.0,
    -79.0,
    72.0,
    -90.0,
    61.0,
    -90.0,
    55.0,
    -106.0,
    55.0,
    -113.0,
    51.5,
    -113.0,
    55.0,
    -122.0,
    64.0,
    -134.0,
    64.0,
    -134.0,
    65.0,
    -143.0,
    65.0,
    -143.0,
    62.0,
    -175.0,
    62.0,
    -163.0,
    50.0,
    -183.0,
    50.0,
    -183.0,
    32.0,
    -185.0,
    32.0,
    -185.0,
    -23.0,
    -183.0,
    -23.0,
    -183.0,
    -41.0,
    -163.0,
    -41.0,
    -175.0,
    -53.0,
    -143.0,
    -53.0,
    -143.0,
    -56.0,
    -134.0,
    -56.0,
    -134.0,
    -55.0,
    -122.0,
    -55.0,
    -113.0,
    -46.0,
    -113.0,
    -43.0,
    -106.0,
    -46.0,
    -90.0,
    -46.0,
    -90.0,
    -47.0,
    -89.0,
    -47.0,
    -89.0,
    -48.0,
    -88.0,
    -48.0,
    -88.0,
    -52.0,
    -89.0,
    -52.0,
    -89.0,
    -57.0,
    -76.0,
    -57.0,
    -76.0,
    -52.0,
    -77.0,
    -52.0,
    -77.0,
    -48.0,
    -76.0,
    -48.0,
    -76.0,
    -47.0,
    -75.0,
    -47.0,
    -75.0,
    -46.0,
    -61.0,
    -39.0,
    -59.0,
    -39.0,
    -59.0,
    -40.0,
    -51.0,
    -40.0,
    -51.0,
    -39.0,
    -43.0,
    -39.0,
    -43.0,
    -40.0,
    -35.0,
    -40.0,
    -35.0,
    -39.0,
    -33.0,
    -39.0,
    -28.0,
    -44.0,
    -14.0,
    -44.0,
    30.0,
    -88.0
  ],
[close]


And here's the new one:
Spoiler
{
  "bounds": [
    160.5,
    18.5,
    160.5,
    -8.5,
    97.0,
    -82.5,
    30.5,
    -82.5,
    -15.0,
    -36.0,
    -81.5,
    -36.5,
    -149.5,
    -47.5,
    -181.5,
    -13.5,
    -181.5,
    23.0,
    -145.5,
    56.0,
    -82.5,
    46.0,
    -14.5,
    46.0,
    32.0,
    89.5,
    98.5,
    90.5
  ],
[close]
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 25, 2013, 05:31:14 AM
Fixing bounds and adding ship systems. I'm working on a custom ship system, unique to Antediluvians. However, for now I will add burn drives to all Antediluvian ships.

My ship_data was pretty archaic, as it did not even have the "system id" value. Took me a few minutes to figure out that I had to add in the system id in between ship designation and flt points.  :D

But it is all working now. As soon as I have added the burndrives to every ship, and fixed the bounds, I'll release a new version.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Cycerin on January 25, 2013, 05:38:11 AM
Have you seen Ender's ship repair system complete with AI? I think that would be a perfect fit for the antes. A Burndrive works well too, though.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 25, 2013, 05:46:41 AM
That's a good suggestion. The burn drives are only temporary.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Romeo_One on January 25, 2013, 06:57:03 AM
Some sort of damage reduction ship system might also work well.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Chronosfear on January 25, 2013, 02:19:36 PM
Like Cycerin has already said, a hull/armor-reg system.
or maybe some sort of "Algaeshield" which absorbs all damage for a very short amount of time and/or when recieved a fixed amount of damage.
or something like the incendiary-ammo ( Valkyrial got some ships with such a system in his mod )

Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 26, 2013, 05:33:03 AM
I'll probably add several ship systems. The special Burn Drive is now done.

It is called the Algae Drive. It works like the Burn Drive, only it generates 50% less speed and acceleration. It does recharge 80% faster though, and can be used in quicker succession. The chance of a burnout is also increased with 50%.

So basically it is a Burn Drive Lite, with faster recharge.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Romeo_One on January 26, 2013, 05:34:59 AM
Thats cool, allows the ships to change position quickly, looking forward to these changes!
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 26, 2013, 06:14:27 AM
Thats cool, allows the ships to change position quickly, looking forward to these changes!

That's the idea.  ;)


I've run into a problem trying to add a drone system

java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Oooo] with id [drone_gate] not found

Does anyone have a quick idea on where the problem might be at?


I've created a .SYSTEM called drone_gate, a .SHIP, a .VARIANT... I can't find the problem.

P.S.
The AI has become much more aggresive and challenging now that the Algae Drives are in. Good news!
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Romeo_One on January 26, 2013, 06:21:59 AM
Did you create a shipsystem file bearing that ID too?
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 26, 2013, 06:23:13 AM
Did you create a shipsystem file bearing that ID too?

Yes.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Romeo_One on January 26, 2013, 06:26:08 AM
Hmm strange the error sounds like you are referring to a shipsystem ID thats not there.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 26, 2013, 06:28:27 AM
Hmm strange the error sounds like you are referring to a shipsystem ID thats not there.

That's what I thought. But I've been over all the files many times and found nothing wrong. I'm wondering if anyone else trying to implement a drone system has experienced something similar?
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Romeo_One on January 26, 2013, 06:31:25 AM
Did you include it in the shipsystem.csv?
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 26, 2013, 06:34:47 AM
Did you include it in the shipsystem.csv?

You mean ship_systems.csv, right? Yes, I did.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Romeo_One on January 26, 2013, 06:36:41 AM
Hm sorry no clue what could be the problem then.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: ValkyriaL on January 26, 2013, 11:43:51 AM
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?
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: CrashToDesktop on January 26, 2013, 11:58:33 AM
So, whatever happened to that other faction?  That naval ship-like one?  Those were some really good sprites you made.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 28, 2013, 03:13:59 AM
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?

It could be a typo somewhere, but I've checked everything multiple times.


So, whatever happened to that other faction?  That naval ship-like one?  Those were some really good sprites you made.

Still around. :)



Okay, I fixed a few things for Linux users. All faction extentions (including ghost and wayfarer.faction) should now be lower case. The path to '/spineDebris' is now all lower case. This will be included in the next version.
Title: Re: Antediluvians - Under Development - (Dev14)
Post by: Erick Doe on January 28, 2013, 05:08:33 PM
DEV15 is done!

-Fixed the path bug for Linux users

-All bounds have been redone

-Added ship systems

Download here! (http://www.mediafire.com/?f1tbkos568abvcb)
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: jet36 on February 09, 2013, 11:54:46 AM
Hey I just played the Uomoz's Corvus mod and I encountered some of your fighter wings, and i really feel they are incredibly over powered. I really suggest a large nerf, as far as I can tell a single fighter has around 2000 hull and a bunch of frigates have around that. I really can't enjoy your part of the mod unless you balance it a bit more. Just trying to give some feedback!
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Vinya on February 09, 2013, 12:27:35 PM
As far as I know the Persephonies are actually small frigates. I do think that the two-wing is much better balanced than the four-wing.


Title: Re: Antediluvians - Under Development - (Dev15)
Post by: jet36 on February 09, 2013, 12:31:52 PM
Even if the lore classifies them as frigates they still fly around like fighters which make them incredibly powerful.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on February 09, 2013, 02:49:21 PM
They have no shields, carry only 2 kinetic weapons and have poor maneuverability. Their external weapons can be disabled.

They are fairly fast, but far from the fastest fighters. Their armour (175) and hull (1750) ratings are relatively high, but certainly not the highest. Plus they have no shields.

All they have going for them is that they are fairly durable and fairly fast.


If they do prove too much, I can always raise the hangar cost. Maybe increase their cost and reduce their armour rating. Thanks for the feedback.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Vinya on February 09, 2013, 03:07:18 PM
If they are small frigates then how do they even fit in hangars?


>.>



Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on February 09, 2013, 03:22:06 PM
Big hangars.  ;)
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: jet36 on February 09, 2013, 05:35:21 PM
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.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on February 10, 2013, 06:11:01 AM
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.

That post brought up the fact that the Escort Turrets, used by the Persephones, could sometimes be salvaged and required 0 OP to use. That had already been fixed a few versions back. 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.

Title: Re: Antediluvians - Under Development - (Dev15)
Post by: arcibalde on February 10, 2013, 06:15:12 AM
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  ::)
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on February 10, 2013, 06:16:47 AM
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  ::)

Since then the ship had been tuned down. It is not as strong as it was back then.

[edit]
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.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: arcibalde on February 10, 2013, 06:50:32 AM
[edit]
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.
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.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Cycerin on February 10, 2013, 09:05:54 AM
The major plus of Persephones is that they have almost as much HP as a frigate and come in wings of 4, making them very easy to keep alive on the battlefield.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: zakastra on February 10, 2013, 10:30:50 AM
The omen is small frigate, imagine the havock that could be wreaked if you had wings of four of those :D (Okay for the same OP as one wing you could nearly have a paragon, but still!)
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Vinya on February 10, 2013, 06:58:58 PM
For Persephonies I assign a light fighter wing to attack them (wing of six, Foxbats from the IF mod if you really care), but keep my main ship close to them so PD can support the fighters.


The only faction I've actually attacked aside from Tri-tach has been the Wayfarers, because they're a fair fight for my 30-level character. I use fighters a lot though, in conjunction with my own mod of a Valkyrie..
Spoiler
(http://i.imgur.com/E5OdeuT.png)
[close]
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: knightofni on May 17, 2013, 01:24:46 AM
Hi Erick,

I got your mod through Uomoz's, and it's pretty much awesome ! I love the dark graphic style as well as the combat.

A small complaint regarding missiles and torpedoes though. They're really hard to see. I can still see the missiles, but the torpedoes are simply invisible to me. Could they be a little bit bigger [just a few pixels] or a little bit brighter ?

knightofni
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on May 17, 2013, 05:29:08 AM
Thank you, knightofni

Ni!

I'll make the torpedoes a bit brighter for the next update.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Lopunny Zen on May 17, 2013, 08:39:19 AM
yeah those torpedo's are so small XD
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Silver Silence on May 17, 2013, 08:56:46 AM
Try playing with the HUD off and with very little PD on your ship. Suddenly bewm, massive hole in one side of your ship which then eats another 2 torpedoes right after. "Do you have any idea how much that stings?!"

Erick, an experimental question. Have you tried turning all turrets into hidden slots? The gun "mounts" could easily double as gun ports, and the weapons are so tiny and often look out of place when mounted on other ships that they only seem to work on Antediluvian ships, so, hidden gun racks? If so, would you make torpedo ports more distinctive on ships, perhaps with a few general markings around the torpedo bays?
It's asking quite a bit, but it's just a curiosity. Hidden gun ports might also make fighting massed Antediluvian ships easier on crappy computers. I barely play at 30 FPS, usually 20 or so with the HUD up and a few ships fighting, I've had fights with the Antediluvian hordes drop to 5-6FPS even with the HUD removed and it seems to be because of the sheer number of guns on them. Looking in the general direction of an Atlantis is almost a guarenteed framerate drop for me.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Amazigh on May 17, 2013, 11:52:14 AM
I'll make the torpedoes a bit brighter for the next update.

My main gameplay issue with this faction: the torpedoes are smaller than swarmers, have an invsible engine and hit for ~1000 damage. the one of these that is the biggest problem to me: the invisible engine.
Summary: they are stupid and unfair to anyone who doesn't have PD facing the direction they are coming from, as you will suddenly have thousands of damage appear seemingly out of nowhere. to be able to spot them you would have to be constantly paying attention to the whole area around your ship, rather than on your enemies.
suggested fix: give them a visible engine [just like every single other missile type weapon in the game] a larger/brighter sprite wouldn't hurt, but an engine flare is more important.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: icepick37 on May 17, 2013, 12:11:52 PM
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.

Making them stand out more visually through the sprite should be sufficient.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Amazigh on May 17, 2013, 12:43:35 PM
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.

Making them stand out more visually through the sprite should be sufficient.
They Do have an engine, see these two points:
1: they home in, impossible without an engine or fancy code, and this mod was made before such fancy code was in use by modders.
2: they have an engine in their code. [I checked this before I made my earlier post]
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: icepick37 on May 17, 2013, 12:46:07 PM
Ah. It's been a while since I've played with them. I have never seen the homing behavior.

My bad.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Lopunny Zen on May 17, 2013, 05:37:36 PM
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?
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: knightofni on May 18, 2013, 12:32:37 AM
Thank you, knightofni

Ni!

I'll make the torpedoes a bit brighter for the next update.

Yeah, even better than a shrubbery !
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Silver Silence on May 18, 2013, 02:47:40 AM
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 natural advantage of the Tempest. It's speed, like any other fast frigate, lets it kite slower ships to all hell.
As for the starfarer log, well it should be called just that. Starfarer.log. Otherwise, just look for a text file in your main starfarer folder, called Starfarer. Depending on how much you play, it could be a very big file, especially if you haven't touched it otherwise in a while. Mine's actually past a GB in size.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: WKOB on May 18, 2013, 02:51:42 AM
If you're looking the log for a specific error, do make sure to delete your Starfarer log and then recreate the error.

Much less text to sort through.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Lopunny Zen on May 18, 2013, 04:46:05 AM
that wouldnt be so bad...but why did they give a broken but expensive ship the terror drone...wouldnt it be better for a ship that actually needs it...instead they make the tempest busted....that terror drone is nearly busted but if another ship that needed it had it it would be better..like a carrier
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: WKOB on May 18, 2013, 05:09:32 AM
This isn't really the place to discuss the balance of vanilla ship.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: peer on July 05, 2013, 07:36:30 AM
Any update on how development is going? :)
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on July 07, 2013, 06:50:20 PM
I honestly haven't worked on this for some time, peer.   :-X
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: peer on July 08, 2013, 10:38:34 AM
That's a shame, I think this is the most interesting faction from both a ship-design and story perspective.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on July 08, 2013, 11:16:49 AM
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.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Shield on July 18, 2013, 09:12:16 AM
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.

Need to give them some longer range weapons, vanilla weapons just tear them apart honestly
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: HELMUT on July 18, 2013, 02:48:14 PM
I recently tried to play a full Antediluvian campaign with Uomoz's Corvus mod. People seems to find them quite underpowered in comparison to other modded factions and so i tried to find the best way to play them.

Early game, they got it rough. Lone Antediluvians ship are pretty much meat for everything, including pirates. Without the rights hulls mods (Insulated Engine, Armored Weapon Mounts and Automated repair unit for the most important) they get crippled very fast and can't use their crazy firepower long enough to take down enemies. So it's always good to take a fighter wing, just for the frigate to not get focused, until you get more ships.

The thing is to build your fleet around the Persephone wing. At 3 FP, there is nothing in Corvus, point for point, that can stand against those monsters. Everything else just have to be a carrier, and the Oracle destroyer, at 9 FP is pretty cheap and can house 3 Persephones wings. Also it got a lot of small ballistics mounts to take down missiles and even jumping into the fray. The Galdeirus cruiser is also pretty good at 11 FP. Pretty much an upgraded Oracle. The Atol capital ship is work well too, lot of hangar space and an absurd amount of small ballistic mounts, a good idea for the Flagship.

For the weapons, i think the Antediluvian Extended turret is the best one. One of the big flaw of the Ante is the short range of their weapons which means they usually get kitted to death by faster ships. The extended turret got 575 range (and more with integrated targeting system), much more than the others and a 65 flux/second so you can unleash hell on enemies longer. I usually get ride of the missiles launchers to get more ordnance points. And you can already melt away ships in a matter of seconds anyway. For the energies mounts. I remove the Solons turrets and their massive flux buildup, and trade them with Gravitons beams. They cost less flux, got gigantic range and most importantly, slow down other vessels. The reflector could have been good if its turning speed wasn't so abysmal and as such, nearly never used by the AI.

So basically, get as much carrier you can, fill all your hangar with Persephones and grind to dust every fleets that dare to come too close. Antediluvians rely on number to force the AI to constantly switch target, ensuing the survival of your ships. And even in the worst scenario when one big ship get focused, it still got the Algae drive to flee. For the anecdote, in one of my battles against the Hegemony SDF, i got an overzealous Oracle who though it was a good idea to charge alone an Onslaught (with Kinetic guns fortunately) with its escort only to be greeted by a barrage of fire. Thanks to its Algae drive, it was able to run away, until the Persephones pack arrived to stomp everything.

I have yet to fight Uomoz's boss fleet. But honestly, i think it will be steamrolled as well. Persephones are strong enough to capture most strategic points at the beginning of the battle, which can let you bring more Persephones and the rest of your ships to swarm the screen.

So in conclusion, Antediluvians are a very difficult faction to start with because of their low tech ships. But once you reach end game level, you can make you enemies guns choke on the amount of Persephones on the map. Neutrinos in particular are very vulnerable to this tactic as their shields can't cover the entire ship, and their powerfuls guns can't focus every wings you throw at them.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on August 17, 2013, 07:56:45 AM
Thanks for the post Helmut!

Okay, since this is included in the Exerelin mod I'm going to continue working on Dev16.

Quick question (it has been a while): which value is the durability of the weapon again?

Quote
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

I feel that Antediluvian weapons are too easy to disable. Especially since they appear en masse on a small area of hull on Antediluvian ships.


I will also increase the range of Antediluvian weapons. Add a bit more armour to the ships (I actually decreased the amount of armour because of a scream for inbalance, when in fact reducing the armour rating made them horribly underpowered). And I'll finally add the Archon corvette.

Oh yes, and most importantly I'm still fixing the weapon arcs, since the 180 arcs confuse the AI.


BTW is anyone else having trouble with the "Exerelin" name? WTH is an exerelin anyway?  ???
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Gotcha! on August 17, 2013, 12:08:00 PM
I kept saying and writing ExeLeRin for a while. Made more sense to my brain. Seems fine now.
I'm sure it's not a nice word for dyslexics. :o

Exerelin is the star system's name.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Vinya on August 17, 2013, 05:32:21 PM
Really? I was thinking 'Zerellin' phonetically.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: HELMUT on October 20, 2013, 08:06:56 AM
So Erick, when do you plan to update Antediluvians for 0.61? I miss my Persephones.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on October 20, 2013, 08:09:45 AM
That would take some effort. I'd rather work on the Zorg at the moment.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: NikolaiLev on October 20, 2013, 12:08:45 PM
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.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on October 20, 2013, 01:16:44 PM
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.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: NikolaiLev on October 20, 2013, 05:48:14 PM
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.

Oh, I'm aware.  But Zorg doesn't replace Antediluvians; that's what I really want. 
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Lopunny Zen on November 13, 2013, 06:32:33 PM
this faction is actually very good...all you have to do is never flux and be agro on them...they cant keep up the pressure and your fast firing guns keep there flux up or they eat alot of damage...but dont just rush in...be strategic about it but nonetheless you have to play this faction agro alot....works very well for me :)
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Doogie on November 13, 2013, 07:59:36 PM
Oh! I miss these guys so much. Erick, you should make them .61a compatible.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Uomoz on November 13, 2013, 08:10:06 PM
Erick! TuP!  ;D

I miss those sheeps, I can help you with upgrading!
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Lopunny Zen on January 10, 2014, 11:27:18 PM
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
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Erick Doe on January 12, 2014, 06:12:27 AM
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

There is no such thing as small updates. To make the Antediluvians compatible again is a big chore.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Doogie on January 12, 2014, 10:56:32 AM
But it would be so appreciated :D

I really do love these guys.
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: Lopunny Zen on May 10, 2014, 09:45:18 PM
yeah can someone make them at least compatible again please?
Title: Re: Antediluvians - Under Development - (Dev15)
Post by: MesoTroniK on May 10, 2014, 09:50:16 PM
Lopunny, asking the same question in multiple places seems unnecessary.

If you want them updated that badly when it seems like Erick Doe has put them on hiatus for the time being, I would recommend... Doing it yourself and not distributing it :)