Fractal Softworks Forum

Starsector => Mods => Topic started by: medikohl on August 15, 2012, 12:53:12 AM

Title: (Apr-18) StarSECTOR Plus[ADOPT THIS MOD] 1.12
Post by: medikohl on August 15, 2012, 12:53:12 AM
(http://i.imgur.com/vcsxrPB.png)

the ships
Spoiler
(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_tinderbox_zps20c3b3e8.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_barracuda_zps62f5e9c2.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_architect_zps30a1910d.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_armory2_zps2f19ff6c.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_beagle_zpsfb23135f.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_anarchist_zps91a4c5f7.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_antagonist_zpse78619c6.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_zeus.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_wrath.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_vulture.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_torment.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_templar.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_taurus_zps6f2e2c2c.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_tachy.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_stilletto.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_spearhead.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_slaughter.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_seagull.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_scythe.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_saintbernard.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_raven.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_puma.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_pitbull.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_phalanx.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_pestilence.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_parrot.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_outcast.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_ostrich.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_nova.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_moth.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_mastiff.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_mammoth.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_lsword.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_lillith.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_leopard.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_horsefly.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_hhyperion.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_frigginhell.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_flamberge.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_feral.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_exsorcist.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_epitaph.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_death.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_chiron.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_buckler.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_brawler2.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_bloodhawk2.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_barnacle.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_banshee.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_ballast.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_argon.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_amy.png)
[close]
Ok after a Thunderdome-esque struggle with craftomega. I have obtained control of Starfarer Plus. (i.e. I asked he said go ahead)

So I will be making the attempt to be keeping this thing afloat for now.

Currently have added some changes, mild balance tweaks, and probationary ship systems.

Link below. (HOLY F***)
version 1.12 (http://www.mediafire.com/?3a1xskuch7dobrl)

NEW STUFF

built in weapon ships.
tinderbox frigate- magnetic bombs (slow moving bomb, explodes into a dozen unguided flechettes when close)
pestilence destroyer carrier- minipulse turret (small burst fire energy turret, pd capable)
armory destroyer- swarm needler (Shield overloading rapid fire rotary cannon)
barracuda destroyer- hyperbeam laser (large powerful long range beam weapon)
architect cruiser- heartseek torpedo launcher (slow torpedo, goes for the engines, good against front shielded cruisers and caps, usually misses anything smaller)

plus another dozen or so ships, plus redesigns of a few others.

Starfarer Plus is an expansion of the vanilla game, extending the number of ships types that can be flown.  I am trying to keep this as balanced as I possibly can, but if anyone has criticisms, let me know and I shall address them.

balanced with codex (http://fractalsoftworks.com/forum/index.php?topic=2749.0)
Title: Re: Starfarer Plus (New Management.) Updated to Current.
Post by: Plasmatic on August 15, 2012, 12:55:47 AM
Sounds great, I still use this mod :)
Title: Re: Starfarer Plus (New Management.) Updated to Current.
Post by: medikohl on August 15, 2012, 12:57:23 AM
well I've given ship systems to all of the ships, if there are any better fits for some of them let me know.
Title: Re: Starfarer Plus (New Management.) Updated to Current.
Post by: medikohl on August 15, 2012, 01:04:04 AM
right now looking at the buckler heavy frigate, and seriously considering making it a light destroyer
Title: Re: Starfarer Plus (New Management.) Updated to Current.
Post by: medikohl on August 15, 2012, 01:59:18 AM
next few ships I have in mind for inclusion.
Spoiler

(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/chiron.png) T.T. and independent
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/phalanx.png)independent
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/outcast.png)Heg and independent
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/Rooster.png) T.T.
[close]
Title: Re: Starfarer Plus (New Management.) Updated to Current.
Post by: NightKev on August 15, 2012, 02:41:43 AM
Well, it's not really version 1.021 anymore is it? You've made some changes, you should change the version number. :P

Also, the link in the OP is broken if you click on it (need to copy/paste due to the spaces).
Title: Re: Starfarer Plus (New Management.) Updated to Current.
Post by: conorano on August 15, 2012, 08:00:46 AM
i get a fatal null error whenever i use this mod with other mods

if it helps im using these mods:
interstellar federation 1.22
junk pirates 1.30
shadow order faction .3
asp syndicate o.30
the gedune 1.2

btw i like it that you continue this mod i like the additions to the normal factions
Title: Re: Starfarer Plus (New Management.) Updated to Current.
Post by: medikohl on August 15, 2012, 08:13:34 AM
i get a fatal null error whenever i use this mod with other mods

if it helps im using these mods:
interstellar federation 1.22
junk pirates 1.30
shadow order faction .3
asp syndicate o.30
the gedune 1.2

btw i like it that you continue this mod i like the additions to the normal factions

I think there may be a bit of overlap with one of those, probably the stations. it works with the weapons mod though.
Title: Re: Starfarer Plus (New Management.) Updated to Current. 1.03 coming soon
Post by: Sunfire on August 15, 2012, 08:24:25 AM
I've got a bunch of ships I just need to get coded and have been putting it off if you want them?
Title: Re: Starfarer Plus (New Management.) Updated to Current. 1.03 coming soon
Post by: medikohl on August 15, 2012, 08:47:42 AM
I've got a bunch of ships I just need to get coded and have been putting it off if you want them?
well let me have a look at them
Title: Re: Starfarer Plus (New Management.) Updated to Current. 1.03 coming soon
Post by: medikohl on August 15, 2012, 08:55:45 AM
I'm trying to keep a certain style in the game
Title: Re: Starfarer Plus (New Management.) Updated to Current. 1.03 coming soon
Post by: Sunfire on August 15, 2012, 09:15:16 AM
I'm trying to keep a certain style in the game

I understand, they are all bashes
Title: Re: Starfarer Plus (1.03 is out)
Post by: medikohl on August 15, 2012, 09:36:13 AM
updated
Title: Re: Starfarer Plus (1.03 is out)
Post by: medikohl on August 15, 2012, 10:41:02 AM
what sort of class do we need now?
Title: Re: Starfarer Plus (1.03 is out)
Post by: Plasmatic on August 15, 2012, 11:36:26 AM
I vote for a destroyer/cruiser class fast carrier that's not complete crap in combat.. and also IS Symmetrical.. :P

Maybe something along the lines of what the gunrunner mod has, its a kitbashed condor that is a carrier with PD and pilums.
Title: Re: Starfarer Plus (1.03 is out)
Post by: Wriath on August 15, 2012, 11:39:55 AM
Thanks for putting the unique id's on everything, makes it a lot easier to mesh this with other mods.
Title: Re: Starfarer Plus (1.03 is out)
Post by: medikohl on August 15, 2012, 12:06:53 PM
I vote for a destroyer/cruiser class fast carrier that's not complete crap in combat.. and also IS Symmetrical.. :P

Maybe something along the lines of what the gunrunner mod has, its a kitbashed condor that is a carrier with PD and pilums.
dammit, I just finished coding the banshee
Title: Re: Starfarer Plus (1.03 is out)
Post by: Wriath on August 15, 2012, 01:15:42 PM
Talkin' to the wrong thread chief, no fish around here.
Title: Re: Starfarer Plus (1.03 is out)
Post by: medikohl on August 15, 2012, 04:36:41 PM
Talkin' to the wrong thread chief, no fish around here.
what about the salmon?
Title: Re: Starfarer Plus (1.03 is out)
Post by: medikohl on August 15, 2012, 04:45:40 PM
ok, have added 2 frigates, and 2 destroyers to the mod so far.


(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/chiron.png) The Chiron, a hightech ship inspired by the lasher. a bit of speed, and a pair of universal hardpoints that the variant uses for missiles

(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/phalanx.png)
An all purpose frigate. lots of energy turrets, and a pair of universal hardpoints.

(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/outcast.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/Rooster.png) Two new destroyer sized carriers, the outcast and the banshee. they have a bit of a kick to them. although the banshee may need some more tweaking to speed and flux.

Title: Re: Starfarer Plus (1.03 is out)
Post by: robokill on August 15, 2012, 05:06:26 PM
i having trouble downloading it wants me to make a rapid share acount and i dont also i dont see a download button
Title: Re: Starfarer Plus (1.04 is out)
Post by: medikohl on August 15, 2012, 05:39:06 PM
it's been fixed, went to mediafire
Title: Re: Starfarer Plus (1.04 is out)(link fixed)
Post by: medikohl on August 15, 2012, 06:25:25 PM
Ok, apparently public support is prodding me to make a capital ship.  now someone needs to pick me a faction.  I'm thinking piracy.
Title: Re: Starfarer Plus (1.04 is out)(link fixed)
Post by: medikohl on August 15, 2012, 06:34:59 PM
I'm thinking it's time to unveil the Lillith, a more fragile battlecruiser

(http://i465.photobucket.com/albums/rr20/medikohl/plus_lillith.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/odyssey-1.png)
Title: Re: Starfarer Plus (1.04 is out)(link fixed)
Post by: bluntfang on August 15, 2012, 09:44:57 PM
Pirates usually wanted something fast but overloaded with crew for the boarding action. Having a couple capital ships is great, but the pirates specialty would be more in line with frigates and destroyers with some stripped down cruisers.

All that said, its not likely I will complain about any new ship, for anyone.
Title: Re: Starfarer Plus (1.04 is out)(link fixed)
Post by: medikohl on August 15, 2012, 10:48:04 PM
Pirates usually wanted something fast but overloaded with crew for the boarding action. Having a couple capital ships is great, but the pirates specialty would be more in line with frigates and destroyers with some stripped down cruisers.

All that said, its not likely I will complain about any new ship, for anyone.
well you may want to watch out for the Corsair Command fleet then.
Title: Re: Starfarer Plus (1.05 is out)
Post by: medikohl on August 15, 2012, 11:21:10 PM
new update is in the can
Title: Re: Starfarer Plus (1.05 is out)
Post by: medikohl on August 16, 2012, 12:32:51 AM
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/plus_ostrich.png)

built a bit more of a head on combat oriented carrier.

I'm calling it the ostrich.
Title: Re: Starfarer Plus (1.05 is out)
Post by: medikohl on August 16, 2012, 02:17:26 AM
all I have to say is that I'm glad that we now have such good tools, otherwise this would be taking far too long
Title: Re: Starfarer Plus (1.05 is out)
Post by: CrashToDesktop on August 16, 2012, 11:38:01 AM
SF needs more fighters!
Title: Re: Starfarer Plus (1.05 is out)
Post by: medikohl on August 16, 2012, 01:26:47 PM
here's a fighter

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.05 is out)
Post by: medikohl on August 16, 2012, 01:40:46 PM
(http://i465.photobucket.com/albums/rr20/medikohl/rawr.png)
here it is in game
Title: Re: Starfarer Plus (1.05 is out)
Post by: Trylobot on August 16, 2012, 08:13:09 PM
@medikohl: regarding the ostrich, I think you should adjust the colors somewhat to reduce the palette to maybe 2 or 3 colors only; also the horsefly looks wicked
Title: Re: Starfarer Plus (1.05 is out)
Post by: medikohl on August 16, 2012, 09:14:37 PM
@medikohl: regarding the ostrich, I think you should adjust the colors somewhat to reduce the palette to maybe 2 or 3 colors only; also the horsefly looks wicked
I decided to give the horsefly mortars. still tweaking the balance.
Title: Re: Starfarer Plus (1.05 is out)
Post by: medikohl on August 16, 2012, 09:25:47 PM
ok, I think this should fix the ostrich

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.05 is out)
Post by: medikohl on August 16, 2012, 11:06:15 PM
well now, this just gave me the warm fuzzies.
Spoiler
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/chiron_blast.png)
[close]
Title: Re: Starfarer Plus (1.05 is out, now comes with that warm fuzzy feeling)
Post by: medikohl on August 17, 2012, 08:51:27 AM
1.06 should be done soon
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: medikohl on August 17, 2012, 10:08:55 AM
1.06 is done
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: Rybread on August 17, 2012, 01:30:06 PM
I am so very happy to see this mod revived.
*Sheds solitary, manly tear*
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: medikohl on August 17, 2012, 02:20:52 PM
I am so very happy to see this mod revived.
*Sheds solitary, manly tear*
*then fights an alligator to the death.*
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: medikohl on August 17, 2012, 03:21:11 PM
Anyone have a name for this?  Or is this just a bad idea?

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: Archduke Astro on August 17, 2012, 03:44:18 PM
Anyone have a name for this?

"Light Fuse And Point Towards Enemy"

Or is this just a bad idea?

It's possible. ;)  Looks rather like Docking Control Officer at the space station was texting his drinking buddies instead of checking the approach vectors he was radioing to incoming vessels. ::)
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: robokill on August 17, 2012, 03:46:57 PM
i like the big one in the armarda picture better
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: medikohl on August 17, 2012, 06:55:55 PM
i like the big one in the armarda picture better
what one are we talking about?
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: robokill on August 17, 2012, 07:17:45 PM
GO TO ART ON THE FRACTAL SOFTWORKS SITE

oops forgot too turn caps lock off i turn it on when i play starfarer for naming witch is what im best at
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: Uomoz on August 17, 2012, 07:40:42 PM
DO IT
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: medikohl on August 17, 2012, 08:15:38 PM
MAKE ME
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: medikohl on August 17, 2012, 08:22:41 PM
damn that is a big tanker. didn't know that picture existed. thanks for letting me know.

*eyes, light up*
*breaks out the scissors and crazy glue*

it's kitbashing time!
Title: Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
Post by: medikohl on August 17, 2012, 09:10:12 PM
I found it! got lost on the way over here.
Title: Re: Starfarer Plus (1.06)(If you have balance input, please step forward)
Post by: medikohl on August 19, 2012, 04:29:48 PM
Wondering if I should make a missile cruiser?
Title: Re: Starfarer Plus (1.06)(If you have balance input, please step forward)
Post by: Archduke Astro on August 20, 2012, 02:47:39 AM
Yes, please; that would be fun to have.
Title: Re: Starfarer Plus (1.06)(If you have balance input, please step forward)
Post by: medikohl on August 20, 2012, 04:21:53 AM
Yes, please; that would be fun to have.
So tell me, are there any specific roles that haven't been filled by the vanilla game?
or ship types that should be made?
Title: Re: Starfarer Plus (1.06)(If you have balance input, please step forward)
Post by: medikohl on August 20, 2012, 05:01:04 AM
behold, the jester!

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.06)(If you have balance input, please step forward)
Post by: CrashToDesktop on August 20, 2012, 07:19:13 AM
...
That's alot of missiles.
 :o
Title: Re: Starfarer Plus (1.06)(If you have balance input, please step forward)
Post by: medikohl on August 20, 2012, 09:26:14 PM
...
That's alot of missiles.
 :o
well it's a cruiser sized ship, gave it a load out of:

1 large missile
2 medium missiles
3 small missiles
1 small energy turret
1 small energy hardpoint
1 medium universal turret.

also given the angles of the mounts, it helps prevent abuse of the loadout.
Title: Re: Starfarer Plus (1.06)(If you have balance input, please step forward)
Post by: medikohl on August 21, 2012, 07:57:36 AM
new fighter

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 21, 2012, 06:46:28 PM
updated the thread title.
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 21, 2012, 06:54:20 PM
yes, I'm holding version 1.7 hostage. bwah ha ha ha.
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: CrashToDesktop on August 21, 2012, 07:06:43 PM
Add a small Philum slot?
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 21, 2012, 07:21:52 PM
Add a small Philum slot?

I'll make you the launcher sprite if you can code it.
should fire fire 4 Philum missiles.
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: robokill on August 21, 2012, 07:47:02 PM
some suggestions
write some lore i have a dislike of ships without lore it just takes away from i just blew up a heavy terran advanced thingy in a freighter
add utility frigate not a freighter not a bruiser something in between
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: CrashToDesktop on August 21, 2012, 07:57:37 PM
Wait...4 Philum missiles?  The medium slot shot 3, sound a bit OP?
Anyways, give me the base sprite and I'll happily do it. :)
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 21, 2012, 09:25:27 PM
Wait...4 Philum missiles?  The medium slot shot 3, sound a bit OP?
Anyways, give me the base sprite and I'll happily do it. :)

the medium mount has more missiles than the other medium mounts do
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 21, 2012, 09:29:37 PM
Wait...4 Philum missiles?  The medium slot shot 3, sound a bit OP?
Anyways, give me the base sprite and I'll happily do it. :)

the medium mount has more missiles than the other medium mounts do


harpoon pod 12 missiles
philum         30 missiles

so need to make a launcher that shoots out 8 philum missiles, but fires them off in pairs.
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: CrashToDesktop on August 22, 2012, 07:26:44 AM
Ah, that sounds better. :) Give me the base sprite and I'll make it.
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 22, 2012, 08:28:31 AM
Ah, that sounds better. :) Give me the base sprite and I'll make it.

well honestly the base sprites would probably work for this.
just set it to fire a pair at a time

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: CrashToDesktop on August 22, 2012, 08:41:32 AM
So, these are already in-game?  Oh, it'll make packing the weapons so much easier. ;D
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 22, 2012, 08:51:15 AM
So, these are already in-game?  Oh, it'll make packing the weapons so much easier. ;D
Exactly.
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 22, 2012, 08:56:28 AM
So, these are already in-game?  Oh, it'll make packing the weapons so much easier. ;D
Exactly.


Currently working on some graphics for a light autopulse laser. does a damage per shot equal to the ir pulse laser, but rapid fires it in a rechargeable burst of 6
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 22, 2012, 09:04:53 AM
So, these are already in-game?  Oh, it'll make packing the weapons so much easier. ;D
you could probably just post the whole thing here, and I'll add it in
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 22, 2012, 10:17:42 AM
going to attempt a built-in ship.

it's a destroyer built around an autopulse.

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 22, 2012, 01:38:02 PM
new release is out

also have a new fighter. the typhoon

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.06)(Taking suggestions, if I get enough, I'll post an update)
Post by: medikohl on August 22, 2012, 01:48:36 PM
some suggestions
write some lore i have a dislike of ships without lore it just takes away from i just blew up a heavy terran advanced thingy in a freighter
add utility frigate not a freighter not a bruiser something in between
I can do it, but I'll need monkeys and typewriters for the monkeys, also bananas.

Or some volunteers.
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 22, 2012, 03:12:16 PM
Ok about halfway through making lore for the ships.

progress will continue.
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: Trylobot on August 22, 2012, 03:36:24 PM
Loving the Norwest.
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 22, 2012, 05:20:08 PM
Loving the Norwest.
I actually had to redesign it so that it wasn't under powered.

the sunder could actually take it out.
so added some more armament and gave it sensor drones

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 22, 2012, 05:23:22 PM
went back and redesigned the barnacle destroyer.

basically changed it's weapon style completely

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 22, 2012, 06:45:36 PM
ok, Wraith just passed me the work he's done on starfarer enhanced, I'll be adding these ships in the next day or so
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 23, 2012, 02:07:13 AM
thinking of taking the scarab from sf enhanced and making it's large mount a built in
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: Sunfire on August 23, 2012, 05:02:21 AM
thinking of taking the scarab from sf enhanced and making it's large mount a built in

why?
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 23, 2012, 10:49:27 AM
thinking of taking the scarab from sf enhanced and making it's large mount a built in

why?
balance reasons
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: Wriath on August 23, 2012, 11:03:47 AM
That would sort of force it to only have one variant/primary weapon. I don't like that idea too much, check your email btw.
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 23, 2012, 10:46:46 PM
Ok, does anyone have any feedback on the Jester class missile cruiser?

also, what sort of ship should I have for the next update. (still chipping away at starfarer enhanced)
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 23, 2012, 10:56:53 PM
I should make the nevermore next.
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 23, 2012, 11:56:38 PM
I made my nevermore into a ship.
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 23, 2012, 11:57:15 PM
might need to make a series of phase ships I think
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: Wriath on August 24, 2012, 12:29:29 AM
Be nice to see the Dachsund again, or was it decided that a frigate carrier was too imbalanced?
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 24, 2012, 12:40:09 AM
I made it as a joke, then it got added to the minimash way back.

I think it would be too imbalanced
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 24, 2012, 12:50:17 AM
made the scarab a bit lower in price, due to the fact it's armament can cost the same as a frigate anyway
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 24, 2012, 05:47:57 PM
I need ideas for ships
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: armoredcookie on August 24, 2012, 05:52:52 PM
I need ideas for ships

Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: robokill on August 24, 2012, 07:12:12 PM
 a destroyer with a huge small turrent broadside
a cruiser with two flight decks
an emp frigate
some pirate stuff
a capitol based in cargo and support 1 flight deck
a flying repair yard cruiser size 1 flight deck lots of handers
a fast destroyer sized combat frieghter
a drag race speed demon line of all ship sizes lots of pd burndrive not much else
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 24, 2012, 08:04:01 PM
Fast, sleek, a lot of frontal firepower cruiser


oops.

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: robokill on August 24, 2012, 08:04:53 PM
just make it blue trust me
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 24, 2012, 08:10:20 PM
just make it blue trust me
lmao. yes that could work.


[attachment deleted by admin]
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 24, 2012, 08:20:40 PM
did mess a bit with a phase battleship

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 24, 2012, 08:21:44 PM
and a destroyer

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: medikohl on August 25, 2012, 05:05:16 PM
just need to figure out how Phasing works now
Title: Re: Starfarer Plus (1.07)(UPDATED)(still taking suggestions)
Post by: robokill on August 25, 2012, 05:36:15 PM
try and make a drone carrier. makes really tuff drones lots of them and is still a capable craft on its own cruiser or destroyer sized.
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on August 25, 2012, 11:25:55 PM
I'm not trying to mod the base mechanics too much.
I will be attempting to make a few new weapons for different roles.

-a small pilum missile launcher
-a medium autopulse
-a chaff cannon pd weapon. (still working the details)
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on August 25, 2012, 11:28:05 PM
does anyone know if you can set custom sprites for specific beams?
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: CrashToDesktop on August 25, 2012, 11:31:48 PM
Yup.  Just check the Caelus Mod, the Mining Taser. :)
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on August 25, 2012, 11:57:44 PM
thinking of a slightly more powerful tactical laser variation
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: CrashToDesktop on August 26, 2012, 12:07:05 AM
Well, just change the weapons code in the weapon_data.cvs and the sprite for the Mining Taser (I've forgotten which folder it's in, and I don't have SF anywhere near me at the moment).
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: Wriath on August 26, 2012, 07:24:59 AM
Don't say hiring if you're not paying anyone Medikohl
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: CrashToDesktop on August 26, 2012, 08:27:58 AM
It's a small detail. -_-
No need to fret over it.
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on August 26, 2012, 07:05:02 PM
you earn all the sprites you can eat!
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: bluntfang on August 26, 2012, 09:14:25 PM
Ship ideas:

Alex said this game was partially inspired by the old WWI and WWII naval combat. That said, how about some throwback ships?  Literally take the top view of a battle ship wack on some engines so it looks like it might be able to fly in space, give it big turrets, etc.  Same with subs for phase ships etc.

Along the same lines take some of the more distinct fighters, like the thunderbolt, and "starfarerify" them.

Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on August 27, 2012, 03:34:30 AM
Ship ideas:

Alex said this game was partially inspired by the old WWI and WWII naval combat. That said, how about some throwback ships?  Literally take the top view of a battle ship wack on some engines so it looks like it might be able to fly in space, give it big turrets, etc.  Same with subs for phase ships etc.

Along the same lines take some of the more distinct fighters, like the thunderbolt, and "starfarerify" them.


there are already mods working along those lines, I'm not looking for graphical style input, more along the lines of purpose input. what kind of ship do we need for this that and the other thing.

the jester is an example of this, I needed a missile cruiser, then built one.
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: Doormaster on August 29, 2012, 04:18:18 PM
Hi there, first time poster.  I noticed you were looking for ships with different purposes.  I think I might have a few ideas; just let me know if these are not doable/loads of people have already thought of them.

Logistics Ship: Increases fleet capacity and/or how much of something you can have before you risk an accident.  For an example of that second thing, say you have a fleet that has a cargo capacity of 75, and starts having an accident risk at 111, around 150% capacity.  This ship would push that accident limit to, say, 160 or 170% capacity before having an accident risk.  I think this ship would have to have fairly low speed/firepower and high man power to make it a bit more balanced.

Objective Defense Ship: Possibly a ship that has a system that increases stats when it is stationary/near some kind of objective.  It would probably need pretty high shield efficiency and/or armor and long-ish range guns to be effective.

Disable ship: System that increases EMP damage done by weapons.  Possibly a phase cloak ship to enable it to get as close to enemy as possible.

Scrambler: System that drops a Scrambler Buoy.  Enemy ships that come within range of the buoy's area of effect have their vision reduced.  This ship would have to have fairly high speed to get to a good location to drop the buoy and get out safely I think.

Support ship(s): Multiple system ideas.  Decreases time for another target ship's systems to come back online after being disabled.  Reload another ship's missile racks/ammo.  Repair a small amount of hull and/or armor damage.  Weapons would be mainly PD.
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on August 29, 2012, 04:40:38 PM
Hi there, first time poster.  I noticed you were looking for ships with different purposes.  I think I might have a few ideas; just let me know if these are not doable/loads of people have already thought of them.

Logistics Ship: Increases fleet capacity and/or how much of something you can have before you risk an accident.  For an example of that second thing, say you have a fleet that has a cargo capacity of 75, and starts having an accident risk at 111, around 150% capacity.  This ship would push that accident limit to, say, 160 or 170% capacity before having an accident risk.  I think this ship would have to have fairly low speed/firepower and high man power to make it a bit more balanced.

Objective Defense Ship: Possibly a ship that has a system that increases stats when it is stationary/near some kind of objective.  It would probably need pretty high shield efficiency and/or armor and long-ish range guns to be effective.

Disable ship: System that increases EMP damage done by weapons.  Possibly a phase cloak ship to enable it to get as close to enemy as possible.

Scrambler: System that drops a Scrambler Buoy.  Enemy ships that come within range of the buoy's area of effect have their vision reduced.  This ship would have to have fairly high speed to get to a good location to drop the buoy and get out safely I think.

Support ship(s): Multiple system ideas.  Decreases time for another target ship's systems to come back online after being disabled.  Reload another ship's missile racks/ammo.  Repair a small amount of hull and/or armor damage.  Weapons would be mainly PD.

I'm sorry to say most of those ideas are outside of the scope of what's currently possible to mod right now. But they are good ideas, I haven't heard of a few of them.
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: Wriath on August 29, 2012, 04:51:57 PM
The objective defense ship could be created with by making a system that decreases speed and maneuverability while increasing either flux capacity or flux/damage on shields and increasing weapon range some.
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on August 29, 2012, 10:07:45 PM
The objective defense ship could be created with by making a system that decreases speed and maneuverability while increasing either flux capacity or flux/damage on shields and increasing weapon range some.
true, but it wouldn't be location based like his suggestion said
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on September 02, 2012, 02:45:39 AM
damn i'm tired
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on September 07, 2012, 04:22:17 PM
sorry, not dead, found the discovery mod for freelancer
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on September 16, 2012, 02:16:35 AM
Then I moved, then I got work,

And then FTL finally came out...(Faster Than Light)

...Crap. Umm any armament Ideas?
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: MrNoZedd on September 16, 2012, 10:08:14 AM
I have two ideas off the top of my head, I hope they are possible.

A missile launcher that has very few uses. Its sends out a single large missile, locks onto one target and then when in close proximity or when damaged it will send out a volley of 10-20 small missiles. These would then circle round the selected ship and each one would attack directly at regular intervals around the ship. This would be useful for either distracting a ships systems or the damage to the weapons on the ship could be increase so that it disables a ship ready for a large barrage from fighters or bigger beefier missiles.
A variation could be made where it has a insane speed and range, and would therefor be used before the collision of the two fleets to disable one of the larger ships, to prevent it heading into battle right from the start, either making the fleet hold back or be severely weakened in effective force.

My second is a sort of recon missile that when used would head strait away from the ship that fired it and scout the map for the enemy. When it detects the enemy it kind of 'scouts' the area giving a visual feed of the enemy to the SINGLE ship that fired it. It would last for a good while but would be slow so fighters would take them out, but to prevent this it would try to keep a certain distance away from all enemy ships.

Please let me know if these are totally ludicrous and if i should keep my mouth shut in the future.
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: robokill on September 16, 2012, 08:37:12 PM
Well I think the recon wold fail in how the missle ai works and yet succeed in that a laser pointer weapon 1dps would help keeps its distants
Title: Re: Starfarer Plus (1.07)(Need ship ideas, hiring weapon coders)
Post by: medikohl on September 17, 2012, 10:04:41 PM
Well as soon as the weapon editor is up,  I'll be making a fast bombing frigate, built in bomb bay weapons
Title: Re: Starfarer Plus (1.08)(Holy Hell! it updated)
Post by: medikohl on September 21, 2012, 01:47:56 AM
decided not to wait. made them anyway.

1.08 is out. much has been added
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: medikohl on September 21, 2012, 05:29:10 PM
does anyone still play this one? balance suggestions always welcome
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: medikohl on September 21, 2012, 05:32:41 PM
(http://i465.photobucket.com/albums/rr20/medikohl/starfarerplus/plus_antagonist_zpse78619c6.png) spent an hour on the damn thing
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: sirboomalot on September 21, 2012, 06:17:10 PM
I play it every now and then, though I have no balance suggestions.
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: conorano on September 22, 2012, 01:16:50 AM
i think a lot of people play it but don't have anything to say, i mean the mod is pretty balanced

edit: and can you make an fast escort frigate, nothing special just no flares
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: medikohl on September 22, 2012, 05:00:09 AM
i think a lot of people play it but don't have anything to say, i mean the mod is pretty balanced

edit: and can you make an fast escort frigate, nothing special just no flares
I'll give it a shot, about how much firepower?
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: conorano on September 22, 2012, 06:59:11 AM
i think a lot of people play it but don't have anything to say, i mean the mod is pretty balanced

edit: and can you make an fast escort frigate, nothing special just no flares
I'll give it a shot, about how much firepower?
just some energy PD's and smal balistic turrets, maybe make it so it can house 2 burst lasers
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: VikingHaag on September 23, 2012, 08:15:34 AM
If it's compatible with uomoz i'll start using it, love some of these ships that are missing now.

Also, any chance you got some spare time to make strike craft with lots of missiles? This is the kind of ship i really love flying.
The point defense destroyer from uomoz feels nice with 8 torpedoes, but it's not "strikey" enough, it's a destroyer afterall.
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: conorano on September 23, 2012, 08:56:51 AM
If it's compatible with uomoz i'll start using it, love some of these ships that are missing now.

Also, any chance you got some spare time to make strike craft with lots of missiles? This is the kind of ship i really love flying.
The point defense destroyer from uomoz feels nice with 8 torpedoes, but it's not "strikey" enough, it's a destroyer afterall.
it is compitable with uomoz corvus and the hegemony,pirates and tri achiton will use them
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: medikohl on September 23, 2012, 03:47:18 PM
Here's a new ship, has a good fast speed, slower turn speed.
2 universal hardpoints
2 ballistic turrets

costs 4 fleet points

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: medikohl on September 23, 2012, 04:57:54 PM
and here is a missile frigate.

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: VikingHaag on September 23, 2012, 05:21:52 PM
and here is a missile frigate.

Very nice sprite :o
4 small missiles and 2 small ballistics?
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: conorano on September 24, 2012, 06:48:23 AM
ooh ooh ooh i have a balance thing by the way ;D
the hyperion MK 2 seems a bit underpriced for its firepower
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: medikohl on September 24, 2012, 08:44:03 AM
ooh ooh ooh i have a balance thing by the way ;D
the hyperion MK 2 seems a bit underpriced for its firepower
I thought I yanked that one from appearing in the game.
Title: Re: Starfarer Plus (1.08)(does anyone even play this mod anymore?)
Post by: medikohl on September 24, 2012, 11:17:31 AM
Well 1.09 is almost ready

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on September 24, 2012, 08:40:20 PM
1.09 new ships and a few ship systems, if someone can get a working repair rate booster with five uses, I'll make you a baron.
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: LazyWizard on September 24, 2012, 11:10:00 PM
1.09 new ships and a few ship systems, if someone can get a working repair rate booster with five uses, I'll make you a baron.

A quick test that boosted the repair rate by 100 times didn't seem to do anything. I think changing that stat only works if the effect is applied before battle starts (such as a hullmod).
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on September 24, 2012, 11:37:25 PM
1.09 new ships and a few ship systems, if someone can get a working repair rate booster with five uses, I'll make you a baron.

A quick test that boosted the repair rate by 100 times didn't seem to do anything. I think changing that stat only works if the effect is applied before battle starts (such as a hullmod).
That is what I feared. (tried the  same thing)

You get a dukedom for effort though.
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on September 24, 2012, 11:41:23 PM
I think I should finally get this Cap Ship made.  What do you folks think?

[attachment deleted by admin]
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: Sproginator on September 25, 2012, 03:37:18 AM
I think I should finally get this Cap Ship made.  What do you folks think?
Yes!
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on September 28, 2012, 09:17:37 PM
I think I should finally get this Cap Ship made.  What do you folks think?
Yes!
anyone, anyone at all? no one? then nope... ;)
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: sirboomalot on September 28, 2012, 11:00:43 PM
Frigates FTW
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on September 29, 2012, 02:38:29 PM
Frigates FTW
I think I've made too many of those.  And destroyers. need to make more cruisers and cap ships
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: DieselPower on October 06, 2012, 07:50:27 AM
I for one, would love to see more capital ships or possibly a flagship (heavy capital). Flagship being 1.5 to 2 times the strength and somewhat larger than a regular capital. I have played with the Omega capital mod and ship was to large for the game (spawning and weapon load issues). I did enjoy engaging it in combat, made things interesting. A flagship would add some much needed challenge, with one (also non capturable making it rare) spawned in a flagship fleet with supporting units. One new capital ship for each faction, supporting the art style and weapon load outs would add some new flavor to a great game (lacking content at its present build).

I seem to always want more ships to add verity to the fleets that I destroy, and I thank you for your time and effort making this added content mod.

Your end user DieselPower.

Off topic:
PS: I hope you can help craftomega with the Minimash. Would be a dream team for the extra content added, I sure do miss that mod immensely.  As I can't play vanilla anymore (weak on stuff to blow up).
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on October 06, 2012, 09:30:34 AM
Off topic:
PS: I hope you can help craftomega with the Minimash. Would be a dream team for the extra content added, I sure do miss that mod immensely.  As I can't play vanilla anymore (weak on stuff to blow up).

The sheer amount of ships in that mod kind of creates a bit too much work for me to add them in and update.
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: maximilianyuen on October 07, 2012, 02:23:25 AM
Spoiler
architect cruiser- heartseek torpedo launcher
[close]

i cant wait to see it in action :o
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on October 08, 2012, 06:52:04 PM
Spoiler
architect cruiser- heartseek torpedo launcher
[close]

i cant wait to see it in action :o

it does a slow loop around to the rear of the ship to do a decent chunk of damage, misses about 25% of the time. good for slower cruisers and capital ships mainly
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on October 16, 2012, 06:52:34 PM
by the way I'd like some feedback on the Heartseek Launcher if someone would be so kind as to give it to me
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: bluntfang on October 17, 2012, 10:38:50 AM
I will start a new game and see what i think. (That is really the trick here, most changes require a fresh start to test.)
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: bluntfang on October 17, 2012, 03:45:45 PM
Maybe I am missing something, but the version # you have up is the same as what I currently have. (1.09). Does that one have the missile in it?
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 18, 2012, 04:29:55 AM
ok. 1.10 is now up.

did a few tests of the heart seek versus an onslaught.

The Architect Cruiser is available to be bought in station, the missiles move in a slow loop to strike at the rear of the craft, not the most powerful ship out there, but it can hold it's own.
Title: Re: Starfarer Plus (1.09)(Next update will have ice cream, honest.)
Post by: medikohl on October 18, 2012, 04:35:09 AM
Maybe I am missing something, but the version # you have up is the same as what I currently have. (1.09). Does that one have the missile in it?
yes, it's built into the heartseek
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: TheHappyFace on October 18, 2012, 08:00:03 AM
where is the ice cream?! O.o
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: bluntfang on October 18, 2012, 09:12:32 AM
If that is the case, then I have yet to see a heartseek ship.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 18, 2012, 10:38:11 AM
If that is the case, then I have yet to see a heartseek ship.
Sorry, typo (2am typing bleh), it's built into the Architect Cruiser
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 18, 2012, 10:38:29 AM
where is the ice cream?! O.o
It melted.  :(
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: bluntfang on October 18, 2012, 10:40:42 AM
What faction has the architect?
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 19, 2012, 01:26:36 AM
Heg station.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: maximilianyuen on October 19, 2012, 04:35:18 AM
inspiring mod :)
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 19, 2012, 07:25:00 PM
inspiring mod :)
I think I can honestly say I've created the most ships out of any mod right now.

(at least the sprites)

(updating this will be hell)
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: bluntfang on October 22, 2012, 09:36:16 AM
OK, I have used the Architect a bit, here are my thoughts.

It seems to be the equivalent of the mule as a cruiser.  It can out punch most destroyers but struggles when it goes up against proper cruisers.  There is a good variety of slots, you can customize it a fair amount.  It has the feel of a heavily armed freighter (but the maneuvering jest give it some great speed for pouncing, finishing, and chasing).

The heartseek launcher is interesting. I love the missile itself, its color and all that. It appears to have a very slow turn rate, meaning it makes very large loops around its target sometimes (and has a hard time with frigates, best used on destroyers and up).  I don't think this necessarily needs to be fixed, it is just an observation.

I think the real question is what role you intend it to play in a fleet.  If it was intended as a larger mule then it is spot on.  If you had other roles in mind I would be interested to hear what they are.  I ran the ship solo for quite a few combats, it does well enough vrs pirates/junk pirates/lotus and struggles a tad vrs more efficient ships (though load out could be adjusted to compensate for this).  With heavy shields it can be a tough nut.  I don't have any major concerns or requests for it at this point.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 22, 2012, 11:58:58 PM
Well to be honest it was designed as a support cruiser, it hassles larger ships from a decent range then uses it's engines to close or escape as needed.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 23, 2012, 12:02:40 AM
Also in tests under auto pilot, it can usually barely beat or lose to a dominator in single combat
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: Sunfire on October 23, 2012, 05:05:06 AM
Also in tests under auto pilot, it can usually barely beat or lose to a dominator in single combat

so it's balenced?
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: bluntfang on October 23, 2012, 09:09:14 AM
I think if it is designed as a support cruiser then it works just fine.  I really like the ship, it is fun to use.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 23, 2012, 01:34:09 PM
I think if it is designed as a support cruiser then it works just fine.  I really like the ship, it is fun to use.

You might enjoy giving the armory (heg) or the barracuda (tri) a try
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on October 23, 2012, 01:38:02 PM
the Armory has a large needler integrally built into the ship, it differs from the storm in that it's less accurate and has a higher ammo count.
the Barracuda has a large integral laser, shoots a long range beam.
the Tinderbox (heg again) is a frigate with a large number of magnetic bombs
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: bluntfang on October 23, 2012, 10:34:11 PM
In general I try to play that I only use ships I capture. As such I have not used too many of the new ones. I do have a couple of barrage destroyers.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on November 02, 2012, 03:56:13 PM
tired...
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: conorano on November 10, 2012, 05:44:32 AM
i have a sugestion (if you still take them) what i think the game misses is a cruiser that can be on its own (maybe just fighters or something). like with lots of pd's good cargo sive and a hangar bay. ooh and ofcourse good speed and manuveability. this could be too OP for a cruiser though
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: TheHappyFace on November 10, 2012, 08:30:22 AM
i have a sugestion (if you still take them) what i think the game misses is a cruiser that can be on its own (maybe just fighters or something). like with lots of pd's good cargo sive and a hangar bay. ooh and ofcourse good speed and manuveability. this could be too OP for a cruiser though
you mean like the apogee
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: conorano on November 10, 2012, 02:17:06 PM
i have a sugestion (if you still take them) what i think the game misses is a cruiser that can be on its own (maybe just fighters or something). like with lots of pd's good cargo sive and a hangar bay. ooh and ofcourse good speed and manuveability. this could be too OP for a cruiser though
you mean like the apogee
yeah XD but i think the game could use more of them
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: Plasmatic on November 12, 2012, 12:14:53 AM
Would you be open to integrating a certain mod into yours?

Namingly:
http://fractalsoftworks.com/forum/index.php?topic=4605.0

Both mods modify vanilla fleets so we cannot use both, but the above linked mod only adds variants to ships so I figure it would simply be to add the new variants among the possible ones to spawn?

Would add some flavor to the vanilla ships :)
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: Abaddon on November 13, 2012, 02:27:51 PM
-stares at ships, starts drooling.....falls off chair and has an orgasmic seizure-
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on November 13, 2012, 09:18:27 PM
I think a decent cruiser I made was the Maxime.

it's appearing in the next update for sure
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: SlugMan on November 17, 2012, 04:04:53 AM
Hi, I joined up on the forums just so I could post a bug report :)

a couple things:
1) is it just me or does the mod report itself at 1.08 (despite a clean 1.10 install) in the mods list?
2) I've encountered this crash a few times and was wondering if this is known?  Only encountered either just before or during a battle with 'Tri-tachyon' fleets
Spoiler
5329171 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
   at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.OoOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÒÖ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Finally got a little bored with Vanilla Starfarer for the time being (can't wait for the real MEAT of the game to get put in!) and installed this.  It's been a blast.  Thanks for everyones hard work!
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: erynr73 on November 17, 2012, 07:54:28 AM
I've run across the same bug when engaging a Tri-tachyon fleet, also had it happen while running a simulation in the Refit screen when I scrolled down on the ship list of enemy reinforcements.  I was just to lazy to search for the error log.    :P
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: Plasmatic on November 17, 2012, 01:55:55 PM
Hi, I joined up on the forums just so I could post a bug report :)

a couple things:
1) is it just me or does the mod report itself at 1.08 (despite a clean 1.10 install) in the mods list?
2) I've encountered this crash a few times and was wondering if this is known?  Only encountered either just before or during a battle with 'Tri-tachyon' fleets
Spoiler
5329171 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
   at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.OoOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÒÖ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Finally got a little bored with Vanilla Starfarer for the time being (can't wait for the real MEAT of the game to get put in!) and installed this.  It's been a blast.  Thanks for everyones hard work!

I do believe he has simply forgotten to update the text file that tells the mod list what version to display :)
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on November 19, 2012, 02:42:31 PM
Hi, I joined up on the forums just so I could post a bug report :)

a couple things:
1) is it just me or does the mod report itself at 1.08 (despite a clean 1.10 install) in the mods list?
2) I've encountered this crash a few times and was wondering if this is known?  Only encountered either just before or during a battle with 'Tri-tachyon' fleets
Spoiler
5329171 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
   at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.OoOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÒÖ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Finally got a little bored with Vanilla Starfarer for the time being (can't wait for the real MEAT of the game to get put in!) and installed this.  It's been a blast.  Thanks for everyones hard work!

I do believe he has simply forgotten to update the text file that tells the mod list what version to display :)
Well the easy solution would be to remove the mynar. and you're right about the text file, my bad. 1.11 will be ready soon enough
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: Saranis on November 26, 2012, 05:28:20 PM
Hi, I joined up on the forums just so I could post a bug report :)

a couple things:
1) is it just me or does the mod report itself at 1.08 (despite a clean 1.10 install) in the mods list?
2) I've encountered this crash a few times and was wondering if this is known?  Only encountered either just before or during a battle with 'Tri-tachyon' fleets
Spoiler
5329171 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
java.lang.RuntimeException: Ship hull [plus_mynar] variant [plus_mynar_assault]: slot id [WS0004] not found for weapon [irpulse]
   at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.OoOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÒÖ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Finally got a little bored with Vanilla Starfarer for the time being (can't wait for the real MEAT of the game to get put in!) and installed this.  It's been a blast.  Thanks for everyones hard work!

I do believe he has simply forgotten to update the text file that tells the mod list what version to display :)
Well the easy solution would be to remove the mynar. and you're right about the text file, my bad. 1.11 will be ready soon enough

I have another solution that worked for me without removing the variant. (Hopefully you dont mind) Open "plus_mynar_assault.Variant" file in the mods\Starfarer Plus 1.10\data\variants folder and change the "WS0003" and "WS0004" to "WS0005" and "WS0006".

The reason for the error is the mod is trying to assign weapons to weapon slots that the ship doesn't have. The ship for some reason has weapon slots for WS1, WS2, WS5, and WS6 but skips 3 and 4.

Hope this helps fix the problem for you as it did me.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on December 06, 2012, 01:26:21 PM
Still tinkering away,  tweaking ship ordinance points, balancing etc...
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on December 13, 2012, 06:58:38 PM
suggestions?
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: sirboomalot on December 13, 2012, 07:04:58 PM
Perhaps a ship that focuses on harboring attack drones?
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: conorano on December 14, 2012, 06:18:53 AM
his idea and a fast capital. one the smallest capital available mid tech focussing on frontal firepower maybe 2 heavy universals and one heavy missille? as an ability i would think of maneuvering trusthers or accellerated ammo feeder (then you would probably make the 2 universals ballistics).
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on December 18, 2012, 04:10:37 AM
Perhaps a ship that focuses on harboring attack drones?
might take a while, but would be worthwhile I think...
Cruiser sized vessel would be interesting with this idea...
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on December 27, 2012, 06:35:38 AM
happy holidays
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: Dimuyen on January 10, 2013, 11:05:25 AM
Btw, found a low priority crash, and I'm not sure if it's yours or arcibalde's :P

I found that if you run Starfarer 1.1 with vanilla addon 2.1 you get the following:


Code
32924 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.corvus.Corvus.spawnSDF$(Corvus.java:65)
at data.scripts.world.corvus.Corvus.generate(Corvus.java:45)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.?0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.?0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.??00(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)

Doesn't happen if you run them separately from what I can tell. I haven't delved into your mod enough to tell who's clobbering who.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: arcibalde on January 11, 2013, 02:19:15 PM
Btw, found a low priority crash, and I'm not sure if it's yours or arcibalde's :P

I found that if you run Starfarer 1.1 with vanilla addon 2.1 you get the following:


Code
32924 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
java.lang.RuntimeException: Fleet id [sDefense] not found for faction [hegemony]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.corvus.Corvus.spawnSDF$(Corvus.java:65)
at data.scripts.world.corvus.Corvus.generate(Corvus.java:45)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.?0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.?0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.??00(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)

Doesn't happen if you run them separately from what I can tell. I haven't delved into your mod enough to tell who's clobbering who.
You can't run Vanilla addon with any other mod that change vanilla fleets composition.
For example this line form your error log:

Fleet id [sDefense] not found for faction [hegemony]

You see? There is some non vanilla hegemony fleet. And that is no-no for addon. Sorry.
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: andreboom on January 15, 2013, 04:18:43 PM
i love this, all of the ships look like they belong in the game XD
Title: Re: Starfarer Plus (1.10)(ICE CREAM!)
Post by: medikohl on January 23, 2013, 09:51:57 PM
I've honestly only really have adding and tweaking ships down, was having issues with being unable to modify the system defense fleet for whatever reason, so I removed all instances of it and replaced it with a differently titled fleet. I'm a very basic modder. first game I've ever attempted, also never coded in my life before this, I was originally the Art guy when this mod was first in conception, then learned to add in the ships and design them using the tools other modders have made (had an eye for balance, now that I'm working on weapons testing takes far too long)

My mod's goal is just to add more to the vanilla game, no new factions, no new stations, just a much larger variety of ships than originally devised, also new ship systems and weapons.

Honestly wouldn't mind a new partner in crime to take over coding fleet spawn rates in the system.

Title: Re: StarSECTOR Plus-RESURRECTION (no zombies), Need Partner in CRIME (a coder?)
Post by: medikohl on January 23, 2013, 10:12:11 PM
HIRING: CODER

I just want to get back to making sprites.
Title: Re: StarSECTOR Plus-RESURRECTION (no zombies), Need Partner in CRIME (a coder?)
Post by: Lordzias on January 24, 2013, 12:02:00 AM
I want this mod in my life. Someone join this guy. I'm sure he can provide candy or something...
Title: Re: StarSECTOR Plus-RESURRECTION (no zombies), Need Partner in CRIME (a coder?)
Post by: ValkyriaL on January 24, 2013, 12:16:08 AM
Learn coding and take up the job. ;D I'm sure there are many interested.
Title: Re: StarSECTOR Plus-RESURRECTION (no zombies), Need Partner in CRIME (a coder?)
Post by: medikohl on January 24, 2013, 01:51:32 PM
I'm a mediocre coder, but I've made 90 sprites in about 2 weeks before.
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], Hiring CODER. (last one escaped)
Post by: medikohl on January 25, 2013, 01:14:15 PM
Send me a pm for questions regarding the coder position.

Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], Hiring CODER. (last one escaped)
Post by: medikohl on January 25, 2013, 11:21:25 PM
...anyone?

*crickets*
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], Hiring CODER. (last one escaped)
Post by: arcibalde on January 25, 2013, 11:55:50 PM
Hmm....
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], Hiring CODER. (last one escaped)
Post by: medikohl on January 26, 2013, 01:08:51 AM
Hmm....
:)
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], Hiring CODER. (last one escaped)
Post by: arcibalde on January 26, 2013, 01:10:56 AM
Well, you could ask LW to do it  :P
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], Hiring CODER. (last one escaped)
Post by: billi999 on January 28, 2013, 03:20:10 PM
Depending on the level of code you're looking for, I'd like to volunteer. I can do ships with (hopefully) reasonable balance and mess around with sectorgen and factions, as well as weapons. I've been making my own ship pack that I could give you as evidence that I'm actually competent at this and in fact I think a merge or at least partial merge may be beneficial if you like my mod enough. I'll say a few of my kitbashes are lacking though.
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], Hiring CODER. (last one escaped)
Post by: ValkyriaL on January 28, 2013, 03:33:44 PM
Well, you could ask LW to do it  :P

Yeah.. Let Lazy handle yet ANOTHER mod, :P I'm sure he is way over his head already, but you could always ask.
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], Hiring CODER. (last one escaped)
Post by: Plasmatic on March 01, 2013, 12:49:22 AM
If this is still being worked on, I found a bug..

The Mynar.ship file has weapon slots 1, 2, and 5 and 6, but the Variant assault asks for WS 1,2,3,4.

Fix would be to have the .ship file list WS001, WS002, WS003, and WS004 and then change the two (Assault and Strike)  variants files to call on these slots.
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], (Seeking SUCCESSOR)
Post by: medikohl on April 10, 2013, 06:24:33 PM
Ok, does anyone want to take over this mod?

I can still provide sprite support as well as design help.

but I have not got the time to keep this running...
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], (Seeking SUCCESSOR)(I quit-ish)
Post by: medikohl on April 10, 2013, 06:34:27 PM
Read the OP
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], (Seeking SUCCESSOR)(I quit-ish)
Post by: Sproginator on April 10, 2013, 07:18:34 PM
I'll speak to Loiren, see if he wants a side project :)

Pm me tomorrow about itv:)
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], (Seeking SUCCESSOR)(I quit-ish)
Post by: medikohl on April 14, 2013, 07:42:36 PM
why can't I continue the age old starfarer/starsector plus tradition and push this off onto someone else?
damnation... I'm going to have to update this myself aren't I?
Title: Re: StarSECTOR Plus-[RESURRECTION (no zombies)], (Seeking SUCCESSOR)(I quit-ish)
Post by: Sproginator on April 14, 2013, 07:54:45 PM
why can't I continue the age old starfarer/starsector plus tradition and push this off onto someone else?
damnation... I'm going to have to update this myself aren't I?
Yep
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.11
Post by: medikohl on April 18, 2013, 02:14:41 AM
Ok I updated it to the new version.
let me know if there are any errors
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.11
Post by: medikohl on April 18, 2013, 04:55:07 AM
Ok I updated it to the new version.
let me know if there are any errors
Finally got around to the mynar fix
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on April 18, 2013, 05:33:15 AM
Mynar bug has been fixed.


Also can anyone explain to me how to set the fleet spawning so that I can add more fleets?
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on April 18, 2013, 06:19:11 PM
(http://i.imgur.com/mXOgKKK.png)

Current new little project, Knight class Cruiser

uses broadside to attack.
thoughts?
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Sproginator on April 18, 2013, 06:26:58 PM
Awesome
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on April 22, 2013, 11:26:51 AM
still plodding along
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Sproginator on April 22, 2013, 11:27:30 AM
So i hear, Btw, I'm planning on making mod reviews for mods, Want one?
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on April 24, 2013, 04:48:23 AM
So i hear, Btw, I'm planning on making mod reviews for mods, Want one?
go for it.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: XeroLogik on April 25, 2013, 11:56:50 AM
So I've scanned and searched over the forums but I can't find anyone else with the same issue.

When I run Plus alongside my other active mods (Lazylib 1.2, Uomoz 17.1, Parlay 0.75, and Weapon Pack 0.31), it overwrites the antediluvian station with the abandoned station. I've tried figuring out how to change the configs, but modding at this point is a little over my head. Can I fix this with some config manipulation or is this an incompatibility that is known? Or should I be asking this over in the UC thread? If so I apologize in advance.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: sirboomalot on April 25, 2013, 12:57:39 PM
So I've scanned and searched over the forums but I can't find anyone else with the same issue.

When I run Plus alongside my other active mods (Lazylib 1.2, Uomoz 17.1, Parlay 0.75, and Weapon Pack 0.31), it overwrites the antediluvian station with the abandoned station. I've tried figuring out how to change the configs, but modding at this point is a little over my head. Can I fix this with some config manipulation or is this an incompatibility that is known? Or should I be asking this over in the UC thread? If so I apologize in advance.

Alright, I'm not a modder myself, but I think I have a solution for you. All you have to do is go into your mod folder, into the starsector plus folder, open up mod_info with notepad, and where it says "name":"Starfarer Plus" just add a Z to the front of the name so that it is "name":"ZStarfarer Plus" What this should do is set the starsector plus mod at the bottom of the mod list when choosing which mods to have activated, which puts the mod's priority lower than Uomoz's, letting Uomoz's mod choose where the abandoned station goes instead of starsector plus putting it where it normally would go and ousting the antediluvians.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: XeroLogik on April 25, 2013, 07:54:26 PM
Alright, I'm not a modder myself, but I think I have a solution for you. All you have to do is go into your mod folder, into the starsector plus folder, open up mod_info with notepad, and where it says "name":"Starfarer Plus" just add a Z to the front of the name so that it is "name":"ZStarfarer Plus" What this should do is set the starsector plus mod at the bottom of the mod list when choosing which mods to have activated, which puts the mod's priority lower than Uomoz's, letting Uomoz's mod choose where the abandoned station goes instead of starsector plus putting it where it normally would go and ousting the antediluvians.

Worked so far, thanks a ton, won't know if everything is properly inserted till I play for a few hours and random goodies get seeded around. Didn't think about priority, should of figured that after years of tooling around with Oblivion/Fallout/Skyrim modding.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on May 11, 2013, 03:12:04 AM
not dead yet
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on May 11, 2013, 07:56:56 PM
need a bit of inspiration.

what should I base a cruiser off of?
is it missile, energy, ballistic?
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Vinya on May 11, 2013, 09:25:10 PM
Missiles.



All the missiles.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Lordzias on May 12, 2013, 03:38:14 AM
Agreed. Missiles.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Sonlirain on May 12, 2013, 06:00:22 AM
Maybe a cruiser with built in mods/weapons that replenish missiles over time?
It would lack any other weapon... but would launch large ammounts of (relatively) weak missiles every salvo or two.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on June 10, 2013, 12:34:15 PM
having issues with weapons right now.

do have a couple of new ships I'm working on though.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on July 09, 2013, 11:05:06 PM
working on rebalance on a few of my ships.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: CrashToDesktop on July 13, 2013, 06:09:32 PM
having issues with weapons right now.

What's wrong with them?
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on July 14, 2013, 11:02:10 PM
having issues with weapons right now.

What's wrong with them?

just a bit of a time sink for me at the moment,
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Az the Squishy on September 16, 2013, 11:56:14 PM
You think this'll be updated to .6 along with the rest of the mods who bother to?
I hope so, this mod looks like it'd be fun with the Fleet Controll mod. x3
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Titann on October 29, 2013, 03:23:06 AM
I love this mod.I hope it will be updated to 0.6.1.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: sirboomalot on October 29, 2013, 08:20:34 PM
I too would like to see this mod updated, if possible.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Wunder on October 30, 2013, 07:03:23 AM
all I want is the parrot as a singular.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Deathven on November 03, 2013, 09:20:38 AM
Agreed on the updating of this mod. I used it last year when I got it as starfarer and I had a lot of fun with it!
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on November 10, 2013, 06:01:19 AM
Ok, obviously there is a bit of interest in me updating this thing.

Problem: I'm good at making ships, balancing them, and adding them to the fleet lists.
Not exactly a master coder here. If I could get someone who can update this so I can continue to expand it, I would be very grateful, otherwise It'll take me far longer to get this done.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Deathven on November 11, 2013, 03:23:35 PM
Hrmmm... I would help...If I had time and if I could even code at all... T_T I got some knowledge but not enough to help at all...
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on December 10, 2013, 12:57:57 AM
well crap, there goes about 70ish ships down the drain.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: sirboomalot on December 10, 2013, 03:29:37 AM
Down the drain?!  :o
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Flare on December 10, 2013, 11:34:13 PM
Do you just need someone to work out the factions file? I'm almost done with a fodder faction so newbies have more stuff to shoot at, and I can do yours along side of mine.

Edit: Hmm, I might not be able to do it, some of the tutorials on faction generators look pretty old.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: xenoargh on December 11, 2013, 10:20:35 AM
Here's a 0.61a working version of the mod. (http://www.wolfegames.com/TA_Section/Starsector_Plus_112_FIXED.zip)  Nothing fancy, but it's playable :)

Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on December 11, 2013, 02:31:38 PM
Here's a 0.61a working version of the mod. (http://www.wolfegames.com/TA_Section/Starsector_Plus_112_FIXED.zip)  Nothing fancy, but it's playable :)


well thanks. I approve
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Thesnakeman on December 16, 2013, 08:56:54 AM
i get this error as i try to run any mod
this is upon startup
Fatal: error loading (graphic/ui/sf_splash1.jpg) resource, not found in(C:/program files (x86)/fractal softwarks/starsector/starsector-core/../mods/starsector plus 1.12,.../stasrfarer.res/res,CLASSPATH)
(this is a rough copy of the message)
the game runs good on vanilla
let me know if i need any more info and i will try to provide it
Thanks
Thomas
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: silentstormpt on December 16, 2013, 04:52:11 PM
Seems like it still has the old image naming (from when it was sf meaning starfarer and now is starsector) renaming its should fix it, if it somehow still crashes,just remove the UI folder from the mod until a complete update is done on the mod.
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: Titann on April 25, 2014, 10:02:28 AM
Please Update this mod to 0.62
Title: Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
Post by: medikohl on May 09, 2014, 08:30:01 PM
I am putting this mod up for adoption