Fractal Softworks Forum

Starsector => Mods => Topic started by: Gotcha! on July 15, 2013, 01:45:04 PM

Title: [0.6.2a] Bushi v1.1.1
Post by: Gotcha! on July 15, 2013, 01:45:04 PM
This mod has been abandoned for now. If you want to update/remake it, feel free.

(http://avatar.home.xs4all.nl/downloads/Starsector/bushimain.png)

The Three Laws of Robotics:
Spoiler
- A robot may not injure a human being or, through inaction, allow a human being to come to harm.
- A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
- A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
[close]

The Creation of Bushi:
Spoiler
Industrial giant Robotto Gyokai, having build the finest androids to date, had just finished its latest android: Bushi.
Bushi can handle over a million commands and has the processing power that even exceeds that of some modern battleships.
It is roughly 55% stronger than an average person and its fine hydraulics could even make the greatest surgeon envious.

Unfortunately, Bushi's creator, Yasei Kureiji, was so smitten with his latest design, he did the unthinkable.

The gates closed. War broke out.

Some factions did not like the idea of a possible army of androids and the planet home to Robotto Gyokai was bombed.
Millions perished. There were no survivors.

That is, no human survivors.

Three weeks before the planet's orbital bombardment, Kureiji reprogrammed one of his Bushi creations. It would no longer follow the three laws.
Instead, the android had Bushi's blueprints added to its memory so it could replicate itself. Survival became its main priority.
Send off in a small spaceship, Bushi went to search for its own happiness, if such a thing would exist for a robot.

No one saw Bushi again until around cycle 98, where a fleet of never seen before ships made short work of a small Hegemony fleet.
Bushi had returned with thousands of copies and in order to secure its ongoing existence all organisms would need to die.
[close]

Credits:
Spoiler
Original ship art: (used with permission)
Kalthaniell (http://www.matrixgames.com/forums/tm.asp?m=2845072)
Original image used for portraits:
Digital Art Gallery (http://digital-art-gallery.com/picture/gallery/cyborg)
Planet art:
Duael Designs LLC & Robert Stein (http://freebitmaps.blogspot.nl)
Raiu main weapon effect: xenoargh, with a thank you to MesoTroniK
[close]

Screenshots:
Spoiler
Pew pew pew!
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen1.png)

Carrier? Pff, them lazy buggers can fly themselves.
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen2.png)

I've got a present for you! =^_^=
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen3.png)

Pew.
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen4.png)

Torpedoes away!
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen5.png)
[close]

Picture with all ships in it:
Spoiler
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiShips.png)
[close]

Download:
[Direct Link] (http://avatar.home.xs4all.nl/downloads/Starsector/Bushi_062a_v111.rar)
[LazyLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Enjoy!
- Gotcha!
Title: Re: [0.54.1a] Bushi v1.0
Post by: Gotcha! on July 15, 2013, 01:45:16 PM
*reserved*
Title: Re: [0.54.1a] Bushi v1.0
Post by: Thule on July 15, 2013, 02:22:04 PM
I really like the general idea and style, i am a bit reluctant positive about the lore though ;)
Title: Re: [0.54.1a] Bushi v1.0
Post by: Gotcha! on July 15, 2013, 02:29:18 PM
It's a bit too crazy to fit in the game's lore, huh? ;D
Who knows, I might change things later.
Title: Re: [0.54.1a] Bushi v1.0
Post by: Thule on July 15, 2013, 02:43:01 PM
IMO not crazy but a bit dull tbh, i mean "robot wants to kill humans" is just so overused.
Title: Re: [0.54.1a] Bushi v1.0
Post by: Gotcha! on July 15, 2013, 02:57:08 PM
Very true, but peace loving robots won't be going anywhere in this game. :D

Edit!
I thought Thule's faction was closer to the sun, and lower. Apparently not because my faction was spawned right smack in the middle of it.
v1.01 throws Bushi further away and to the north.
Title: Re: [0.54.1a] Bushi v1.01
Post by: echosierraalpha on July 16, 2013, 03:27:07 AM
Gotcha.

I have to say, I am incredibly impressed. This mod makes it two for two in terms of very high quality, very well done mods. excellent sprites, good lore, and a terrifyingly good new faction to play with/ against...

though if I may, I have to say that fighting the Bushi is... kinda difficult. its not just that their qualitative advantage between the other factions is... lopsided, to say the least, but also that there are just so many of them. I swear, I had to run away like a little girl valiantly withdraw in the face of overwhelming firepower more times than I could count. I'm still working on beating them, and I look forward to finally doing so in their own terms: a fleet on fleet battle.  ;D
Title: Re: [0.54.1a] Bushi v1.01
Post by: Gotcha! on July 16, 2013, 04:33:09 AM
Not to worry, an update will be out today. I am also having an incredible hard time against these guys.

I really screwed up with their weapons' energy use, which is way too low. It makes them fire their guns uninterruptibly.
I will also use a customized phase teleporter so the Kaiken can't teleport around the map anymore. It'll have 3 charges after which it slowly reloads.
And I'll lower the amount of ships in their biggest fleets.



I also found two 'bugs'. For some reason the fighter Honyaki starts firing its weapons when the enemy is waaay out of its reach.
And sometimes, when you encounter 'a' bushi patrol and talk to it, it'll have an english name.

If anyone has a clue, please help! :)
Title: Re: [0.54.1a] Bushi v1.01
Post by: Thule on July 16, 2013, 04:40:40 AM
Do have developer mode enabled?
Title: Re: [0.54.1a] Bushi v1.01
Post by: Gotcha! on July 16, 2013, 04:45:01 AM
Nope. Would that help for troubleshooting?

Edit: New version up, savegame compatible.

- Energy weapon flux values were waaay too low. Fixed.
- Standard teleport is waaay too overpowered. Created custom teleport for Kaiken. Like the skimmer, you have 3 uses which slowly regenerate over time.
- Bushi Defense Fleet is now 25% smaller.
- Decreased photon hit glows.
- Minor balancing.
Title: Re: [0.54.1a] Bushi v1.02
Post by: Erick Doe on July 16, 2013, 04:23:54 PM
Everytime I read Bushi, I think Bentusi.  :D
Title: Re: [0.54.1a] Bushi v1.02
Post by: Gotcha! on July 16, 2013, 06:01:01 PM
 ::)

I created a Bentusi ship for my H.D. mod, but scrapped it. It had one single integrated beam weapon that destroyed even the largest ship in seconds.
I'd show the art for it, but apparently I deleted it. >_>

Edit:
v1.3
Not compatible with older saves!
- You can be one with Bushi! Sort of. Get a chip implant at Fuyu Station and Bushi will be selling more stuff.
  Until that time you can't buy the larger ships.
  Ships larger than the destroyer will not be delivered. If you need more, try the Omnifactory mod.
- Wakizashi has two more missile slots, but of the 6 missile slots only 2 are large. (Had 4 large.) Also little sprite addon.
- Some ships had an increase in fleet points.
- Bushi no longer has version numbers, but serial numbers.

My apologies for skipping v1.1 and v1.2. My mistake. I went from 1.02 to 1.3.
Title: Re: [0.54.1a] Bushi v1.3
Post by: NITROtbomb on July 16, 2013, 10:58:46 PM
I dunno about the Vanilla weapon mounts for these ships seems to out of place, perhaps try and recolour them to the ships or make them more to the art style you have created?

-just a thought thats all :P
Title: Re: [0.54.1a] Bushi v1.3
Post by: Gotcha! on July 17, 2013, 04:28:57 AM
Noted. :)
I don't think I'll change them though. They're not that bad, in my opinion. But if enough people complain about it I might. ;)
Title: Re: [0.54.1a] Bushi v1.3
Post by: Doogie on July 17, 2013, 07:46:27 AM
I Robot faction whaaaaatt?
Title: Re: [0.54.1a] Bushi v1.3
Post by: Grug on July 17, 2013, 07:51:07 AM
"Humans suck, they tried to kill me. Better commit genocide."

Robot logic.
Title: Re: [0.54.1a] Bushi v1.3
Post by: KAPbl4 on July 17, 2013, 10:40:18 AM
"Bushi"? Cortex Command?
Title: Re: [0.54.1a] Bushi v1.3
Post by: Gotcha! on July 17, 2013, 10:55:09 AM
I dunno any Cortex Command mods related to Bushi. Been a while since I modded and played that game, so I probably forgot about it, unless it's a recent mod. :)

Bushi is how the Japanese call Samurai if I'm correct.
Title: Re: [0.54.1a] Bushi v1.3
Post by: KAPbl4 on July 17, 2013, 02:43:59 PM
Bushi is how the Japanese call Samurai if I'm correct.

Yes, but this mod somehow reminds me of famous DarkStorm faction mod from Cortex.
Title: Re: [0.54.1a] Bushi v1.3
Post by: Gotcha! on July 17, 2013, 02:49:23 PM
Well, if you say so, but other than both being connected to the japanese language they really share nothing. ;)
Title: Re: [0.54.1a] Bushi v1.3.1
Post by: Gotcha! on July 18, 2013, 03:23:55 PM
I... can't... stop... updating...  :'(

v1.3.1
(savegame compatible with previous version)
- Modified turret colours, they're now a near perfect match with the ship colourscheme I think.
- Slightly modified fleetspawns, reduced amount of Kaiken in fleets, never exceeds 3.
- The small laser now fires smaller projectiles.
- Added Suntetsu fighter wing. (Similar to wasp, stats wise.)
- Added Nagamaki cruiser. Carries huge missiles. Also a test. Let me know if this thing is useful. x)

If you are playing with this mod and don't want to start over in order to get the Suntetsu fighter wing or Nagamaki, just use the console mod and use "addwing bushi_suntetsu_wing" and "addship bushi_nagamaki_hull".

Now to upload my other mod's update. Modding is hard work. Pfff.
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: Gotcha! on July 20, 2013, 06:11:27 AM
v1.3.2
- Changed Kaiken's max teleports to 2 (was 3) and slightly nerfed its health/armour.
- *kitbashbashbash* Added new Frigate: Yari.
- *kitbashbashbash* Added new Destroyer-Carrier: Chigiriki.
- Added transports to CIVILIAN group.
- Apparently I forgot to add the 1.3.1 new fighter wing to fleet spawns. Fixed.
- Added new ships to fleet spawns.
- After buying the chip implant neutral and independent factions would become enemies to you. However, that makes the player unable to repair their ships at the Abandoned Station and Omnifactory. These factions are no longer enemies after buying the chip. (Needs new game, sorry. To set yourself neutral with these factions, use the console mod.)


I wonder, do people even like this mod? So quiet in this thread. :O
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: ValkyriaL on July 20, 2013, 06:17:11 AM
I'm sure they do, i haven't had any comments in my thread for months, but i get positive comments about it in other threads instead. ::)
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: Gotcha! on July 20, 2013, 06:38:30 AM
Let's hope so then. I kind of get this feeling I'm making this mod just for me. ;D (Not that that would be a bad thing.)
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: echosierraalpha on July 20, 2013, 06:41:18 AM
Don't worry Gotcha!

I'm sure everyone appreciates your mods (I certainly do!)
maybe it's just because people are not familiar with this original universe?
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: Uomoz on July 20, 2013, 07:52:05 AM
I personally don't like the sprites at all. The lighting is different from vanilla standards.
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: ValkyriaL on July 20, 2013, 07:55:23 AM
And heres Uomoz crushing all hope of happiness! =3 apart from the lighting, i'll have to give him that one, the sprites are VERY good looking, and the lighting isn't that bad either, but it could be better.
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: Gotcha! on July 20, 2013, 07:56:36 AM
I can take valid criticism, don't you worry. ;)
Uomoz, I wonder, what do you feel about the sprites in my other faction?
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: ZeroOne on July 20, 2013, 01:03:28 PM
I am sad.

(http://i.imgur.com/RsZXJv6.png)

Spoiler
5294685 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [bushi_chigiriki] not found!
java.lang.RuntimeException: Ship hull variant [bushi_chigiriki] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.BushiConvoySpawnPoint.addRandomShips$(BushiConvoySpawnPoint.java:104)
   at data.scripts.world.BushiConvoySpawnPoint.spawnFleet(BushiConvoySpawnPoint.java:64)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(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]

Unfortunately I got this error twice today.
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: Gotcha! on July 20, 2013, 01:19:09 PM
Ai caramba. I apologize for your sadness. ;_;
I forgot to add _Hull to that ship in the delivery script, so every time one got delivered it would crash your game.
Please redownload the mod. I've fixed it. :)

Edit: You can just continue your savegame.
Edit2: Actually, I am in doubt. It might be that you need to start a new game or need to edit your savefile.
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: ZeroOne on July 20, 2013, 06:01:45 PM
Ai caramba. I apologize for your sadness. ;_;
I forgot to add _Hull to that ship in the delivery script, so every time one got delivered it would crash your game.
Please redownload the mod. I've fixed it. :)

Edit: You can just continue your savegame.
Edit2: Actually, I am in doubt. It might be that you need to start a new game or need to edit your savefile.


I didn't get too far anyway so I think I'll start again. ^^

Much Appreciated my friend.
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: Uomoz on July 20, 2013, 06:14:52 PM
I can take valid criticism, don't you worry. ;)
Uomoz, I wonder, what do you feel about the sprites in my other faction?

Very well made and cool but I tend to stay away from rip offs from other games. If it wasn't so directly related to HW I'd give it a high rating.
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: HELMUT on July 21, 2013, 05:07:24 AM
Unfortunately i have to agree with Uomoz on this one. I don't really like the sprites. Technically they are still very good but as it has been said, the lightning come from the top instead of the front and the style isn't really Starsector-esque enough for me. But that's just my personal taste.

Gameplay-wise, i don't really seems to have fun with them. I am not sure what's wrong but they feels a bit... Bland?  Maybe it's the weapons as they are basically all the same with some minor changes.

I am playing on an outdated version though so maybe the newest Bushi will feels more interesting to me. I am downloading the new version and i'll see.
Title: Re: [0.54.1a] Bushi v1.3.2
Post by: Gotcha! on July 21, 2013, 05:30:13 AM
Thanks. :) Any tips on how to make it less bland are welcome. (Although they'd probably need more/different weapons for starters.)
I'll also try to throw a texture over every ship. Maybe that helps a bit, but ofcourse they'd never look close to vanilla ships. (I wouldn't know how, anyway.)
Title: Re: [0.54.1a] Bushi v1.3.3
Post by: Gotcha! on July 22, 2013, 02:41:56 PM
v1.3.3
- Changed turret mount appearances.
- Edited away bright light spots from ship hulls.
- Changed glowy bullets to laser beams.

Edit:
v1.3.4
- Improved ship sprites. No more fuzziness, weird colours and crap around the ships' edges.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Vinya on July 23, 2013, 04:40:37 PM
Call me a fangirl, but I love this mod as well.

Idea: Due to the robotic nature of the faction, drones should be extremely popular, and larger ships (especially stations) aught to be able to regenerate them quickly IMO.

Love the style, though I think the weapons could be redone to be more sleek like the ships.

Are there still biological elements to the Bushi though? In a lot of sci-fi series AIs have some drawbacks. To use Andromeda as an example, AIs are unable to accurately use Slipstream (50% success rate) while experienced human pilots have a 99% success rate.

If you up the Bushi's combat effectiveness but also raise their fuel usage for inter-system travel, while still giving them a very low logistics penalty, I can see this being a very unique and deadly faction.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 23, 2013, 05:20:52 PM
@Vinya: Thanks!

The weapons, well, I tried making one from scratch but ended with this (http://us.123rf.com/400wm/400/400/ivonnewierink/ivonnewierink1210/ivonnewierink121000026/15564306-traditional-dutch-oliebol-for-new-years-eve.jpg). If my mods are to improve later on I think I'll be needing lots of help. ^_^'''

All Bushi androids are entirely artificial. I dunno about increasing their combat effectiveness though. You mean increasing damage output of their weapons?
I am going to take note of your comments. Any further ideas about how to differentiate (oh, did I use that word correctly?) this faction from others is very welcome.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Berkys32 on July 25, 2013, 04:38:54 AM
Quote
The Three Laws of Robotics:
1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.

Didnt you forgot the main rule?

0. A robot may not harm humanity, or, by inaction, allow humanity to come to harm.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 25, 2013, 05:22:15 AM
Nope, I did not. That's rule number one you wrote there, although with different words.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Vinya on July 25, 2013, 06:09:15 PM
Nope, I did not. That's rule number one you wrote there, although with different words.

Nope. You can't get more cameo than Asimov. (http://en.wikipedia.org/wiki/Three_Laws_of_Robotics)

I mean possibly increasing their damage, but more their range and/or accuracy since they'd be able to make advanced firing calculations. Turn rates could use a buff too, so they're very efficient.

If they are completely artificial, then yes I'd say they should either be inefficient at FTL travel (ONLY if FTL in Starsector is explained as slipstream/subspace type) or extremely susceptible to EMP damage, while being extremely deadly otherwise.

No borg-ish cyborgs used as pilots or extra crew? Awww. I guess that faction will be up to me, too bad your cover art will be better >:(
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 25, 2013, 07:23:00 PM
Apparently I should have read that wiki page just a tad further. x) Ah well.

Is it even possible to have an alternate type of pilots? The meatbags sold on Bushi's station do annoy me. x)
Anyway, if you'd like to help out, I'd appreciate it. I'm not much of a scripting/spriting hero.
Some hull system that makes them susceptible to EMP would be wonderful. I'd definitely use it.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Zaphide on July 26, 2013, 01:06:07 AM
---snip---
 Any further ideas about how to differentiate (oh, did I use that word correctly?) this faction from others is very welcome.

I second Vinya's suggestion above:

---snip---
Idea: Due to the robotic nature of the faction, drones should be extremely popular, and larger ships (especially stations) aught to be able to regenerate them quickly IMO.
---snip---

Really keen for a drone heavy faction :)
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 26, 2013, 03:56:43 AM
Although such a drone faction would be nice, it'd seriously change this faction if I'd change it.
I might make a new faction based on that though. It's a nice idea. Something like X's Xenon.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Vinya on July 26, 2013, 11:09:48 AM
.. Something like X's Xenon.

How... noble.

I think adding a 'Full computerization' Hullmod would be interesting, which would replace your crew with androids (Hullmod would give the crew stats rather than actual crew) aside from one CO. I think the idea of Bushi ships abducting humans a la Cylon and using them as battle computers/ship captains is worth exploring. Would also make ships capturable.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 26, 2013, 11:21:26 AM
How... noble.
I am confused. ???

Abducting humans is acceptable I guess. Afterall, you can buy an implant at their base, which make you one of the hive.
Every pilot caught would get a cortex chip.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Vinya on July 26, 2013, 12:05:16 PM
Xenon is a Noble Gas.

/facepalm
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 26, 2013, 12:21:45 PM
Pfff. I don't believe in nobility. All gasses deserve equal rights. :(
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Vinya on July 27, 2013, 04:09:55 PM
I'm debating swapping that for my explicit Gothars quote D:

Played some campaign with Hiigrans today, I noticed how well they counter the Bushi fleets despite having a lot of similar traits in weapon setups.

Also love the singularity cannons.... :3
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: HELMUT on July 31, 2013, 06:19:52 AM
Played some more with them too. I still have trouble playing them. I... Really don't like their weapons. I don't know why but i always swap their photon weaponry with something else, then i can start having fun. Maybe because each of their guns are basically an upgraded version of the latest... I'm not sure. By the way, i think their Howa mrm are statistically the same as Higgarans Cor mrm, can you confirm?

But apart from their weapons, i like this faction. They are well done, powerful yet balanced with a playstyle close to Blackrock Driveyard without the agility. Also, will you update your sprites with the ones you showed us on the sprite judgement thread? They looked way better with the new textures on. And if you can, you should add more decorative weapons. The ventilator on the Odachi is a good start.

So yeah, my main complain about this mod are the weapons. Otherwise you are doing very good. Also bonus, my "rainbow" variant of the Odachi. It worked frighteningly well.

Spoiler
(http://i.imgur.com/LtM9Nr6.jpg)
[close]

I didn't played enough of them fitted only with beam weapons with the Integrated point defense AI. Have to try against higher tech fleets, but from what i have seen, it's awfully effective (and psychedelic).

Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 31, 2013, 06:31:05 AM
That's a nice "laserbow" you created there. ;D

Anyway, I can imagine their weapons are boring. I'd like to create more weapons, but to be honest, I kinda suck at it.
At some point their armoury should grow though. Especially if options open up to limit their weapons to their own ships.
Would it be more acceptible to you if all lasers got a different type of colour?

The missiles indeed share the same stats as the Hiigaran ones. If you have any ideas how to make them special, please let me know.
I've also been thinking about making them appear like those plasma bolts (photon torpedoes away!), with altered stats.

I've been fooling around with applying textures on the ships but in the end I hated it. However, if you and other people like it better then I'll agree to apply textures on at least the Odachi and Kabuto. On smaller ships the textures just get intrusive.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: HELMUT on July 31, 2013, 07:45:57 AM
Can you at least show the new textured frigates? I'm pretty sure they aren't as bad as you say.

For the weapons, different colors would be a good start. But you could directly borrow with permission weapons from other mods (Neutrino weapons would indeed fit nicely) and strap your turret sprite on it. Then you'll just need to change the color and the stats ans voila!
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Toughbrook on July 31, 2013, 08:27:04 AM
The ships look good,but i personnally dont like the story,here why:

1.Just because a fleet is robotic doesnt make it automaticly superior to any other forces,

2.It seems like it might be a little to lore impacting on the vannila lore.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 31, 2013, 08:40:20 AM
@Toughbrook: Who says they're superiour to any other forces? I sure never did.
Besides, Bushi was created by a human, and because of this she could never be perfect. (Afterall, humans are quite flawed.)
Edit: If this is about the bit where a Bushi fleet destroys a small Hegemony fleet, do take note of the word 'small'.

@HELMUT: I threw them all away. ^_^' But here are two recreated examples. I kept opacity really really low though.
(http://avatar.home.xs4all.nl/crap/bushi_kaiken2.png)
(http://avatar.home.xs4all.nl/crap/bushi_tachi2.png)
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: HELMUT on July 31, 2013, 09:37:38 AM
1.Just because a fleet is robotic doesnt make it automaticly superior to any other forces,

Machines tends to be much more efficient than humans. They don't suffer the flaws of humanity, such as ego, and doesn't require needs like water, air or food. As such, space dedicated for life support on ships can be used for something else.

So while they aren't necessarily technologically superior to other faction, they are still more efficient at their level.

But i agree that the whole AI going rogue stuff has been reused countless time for a while and became somewhat generic. However, Gotcha may be staying into something classic but, hell! We needed at least one machine faction for the Starsector modding!

To answer Gotcha about the sprites. I think are better. The old ones seems too clean to me. But even in those new ones, the difference is barely discernible. Increase the opacity by 10%/15% and show us again please.

Title: Re: [0.54.1a] Bushi v1.3.4
Post by: echosierraalpha on July 31, 2013, 10:14:43 AM
Hi Gotcha!

Gotta agree with the HELMUT there, those sprites are a big improvement on the old ones, and look bloody beautiful. Also, besides the fact that they need no life support/ food water, they are also much more resistant to G-forces, due to the fact that they don't have squishy, meaty bits  ;)
what this means is that their ships should be able to accelate faster (since their crew are not as vulnurable to being reduced to the consistency of Jell-o when double digit Gees are pulled)

Also, regarding the androids not being superior: well, you know what they say, artifical intelligence is no match against human stupidity!  ;D
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Uomoz on July 31, 2013, 10:39:56 AM
Now THAT is vanilla friendly.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on July 31, 2013, 11:23:52 AM
Aaargh. You know, personally I hate the texture overlays and love the feature-lacking hulls. But if people want them, okay, I'll give in. *mutter* *sulk*

About accelerating faster, I don't mind increasing their speed a tad. Have to keep it all mildly balanced though.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: echosierraalpha on July 31, 2013, 07:03:02 PM
hey Gotcha!

regarding their speed, it's not their top speed, but rather, how fast they can reach their top speed that should be affected most. 0-100 in 3 seconds instead 6 seconds, to put it another way. this is reflected by being able to reach their top speed, braking and turning much faster than their human-crew counterparts. Of course, this is assuming the humans don't have inertia-negation tech. :P
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on August 01, 2013, 05:18:19 AM
And it's assuming Bushi HAS inertia-negation tech. ;D
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: echosierraalpha on August 01, 2013, 06:17:33 AM
well, not really. the biggest limitation for human crewed ships is that the humans are squishy - in fact, it is for this very reason that the flight computer for the F-22 Raptor is specifically designed to limit the G-forces that a pilot can pull on manuevers... its not that the plane can't take it, it's just that the pilot will be reduced to a red smear before the plane will even get close to breaking apart.

In the Bushi's case, since they aren't made of squishy flesh they should be able to resist G-forces much better than mere humans, unless, of course, they are made of glass or flimsy plastic. :P
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Gotcha! on August 01, 2013, 07:44:03 AM
Ooooh, I didn't know that. Thanks. :)
Title: Re: [0.54.1a] Bushi v1.4.0
Post by: Gotcha! on August 02, 2013, 10:06:54 AM
v1.4.0 changes:
- Gave Kabuto and Odachi a mild texturing.
- Added a laser beam and two different sized energy torpedo launchers.
If you enabled this mod and don't want to start a new game in order to get these weapons, use the console mod to add them.
ID's: bushi_energy_torpedo_launcher, bushi_energy_torpedo_launcher_med, bushi_energy_beam
- All ships have a cockpit now.
- Changed missile engines to blue.
- Probably some other stuff I forgot about.

I did not yet touch the ships' acceleration. Something to experiment with in the future.
I also spend a lot of time texturing several ships and just didn't like the many results that came out. (I did not save any of them.)
If anyone wants to have a go at it and other people like it then I don't mind adopting the chosen textures, regardless of me liking or disliking them. But I am going to accept that whatever I come up with doesn't work for me.
Title: Re: [0.54.1a] Bushi v1.3.4
Post by: Shield on August 03, 2013, 09:49:18 AM
well, not really. the biggest limitation for human crewed ships is that the humans are squishy - in fact, it is for this very reason that the flight computer for the F-22 Raptor is specifically designed to limit the G-forces that a pilot can pull on manuevers... its not that the plane can't take it, it's just that the pilot will be reduced to a red smear before the plane will even get close to breaking apart.

In the Bushi's case, since they aren't made of squishy flesh they should be able to resist G-forces much better than mere humans, unless, of course, they are made of glass or flimsy plastic. :P

That isn't entirely true of the F-22 since I used to work on it, the pilots have to be able to withstand 12 g's or they are not allowed to fly it.

Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Silver Silence on August 03, 2013, 10:02:31 AM
Don't people black out at like, sustained 9G turns? Let alone 12G.
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Shield on August 03, 2013, 11:26:02 AM
Don't people black out at like, sustained 9G turns? Let alone 12G.

modified G suits made specifically for sustaining 12 g's basically, F-22 pilot is a different breed of crazy.
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: echosierraalpha on August 03, 2013, 12:30:59 PM
Wow! Shield, I'm envious! the F-22 is a sweet plane :P

I've always been under the impression that the plane itself was built to pull G's higher than what the pilots could theoretically withstand - even with the G-suit, and that there were several software and hardware locks preventing it from exceeding a certain treshold in order to prevent injuries. Of course, this info is horribly outdated. (this was way back before congress even mentioning anything about shutting down the production line) and since you worked on it, you are probably correct :D
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Gotcha! on August 03, 2013, 02:37:59 PM
Yes, indeed, a very sweet plane (http://gizmodo.com/5868405/buyers-remorse-how-much-has-the-f+22-really-cost). x)
It's time people revolt against their governments for throwing away our money. (Yes, I don't live in the US of A, but it happens in my country too.)
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: HELMUT on August 04, 2013, 08:27:28 AM
You shouldn't really bother about physics. Especially in a sci-fi game where everything must have some anti-G stuffs made of magic and whatever thingy who can screw physics on a daily basis.

And Bushi ships are already fast enough i think.
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Silver Silence on August 04, 2013, 09:13:52 AM
Playing Exerelin with the Bushi, the ships for the most part seem fairly maneuverable, though the capital ship is certainly not maneuverable. Not a bad thing, it's just not agile.
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Shield on August 06, 2013, 01:56:10 PM
Wow! Shield, I'm envious! the F-22 is a sweet plane :P

I've always been under the impression that the plane itself was built to pull G's higher than what the pilots could theoretically withstand - even with the G-suit, and that there were several software and hardware locks preventing it from exceeding a certain treshold in order to prevent injuries. Of course, this info is horribly outdated. (this was way back before congress even mentioning anything about shutting down the production line) and since you worked on it, you are probably correct :D

The plane can do a "confirmed" 15G's sustainable with no issues of warpage or frame damage, Human pilot is the only limiting factor of the planes manoueverability
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Silver Silence on August 06, 2013, 10:46:39 PM
Downloaded update for the new weapons. Hopefully they'll appear in my Exerelin save. Up to lv36, really don't want to have to start again. Also, a capital ship would be nice. I've been flying the combat cruiser since ~lv7-8. Few hours in game time, all spent in the same ship.
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Zaphide on August 07, 2013, 12:44:42 AM
Downloaded update for the new weapons. Hopefully they'll appear in my Exerelin save.
--- snip ---

Sorry SilverSilence but that requires some updates to the Bushi weapon list in Exerelin :( Same problem for any new ships that are added.
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Gotcha! on August 07, 2013, 03:17:43 AM
Damn me for updating this mod. :( I promised not to.

Also, a capital ship would be nice.
Was that aimed at this mod, Silver Silence? Because it has two capital ships. /confused
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Silver Silence on August 07, 2013, 03:36:47 AM
No, I've been playing Exerelin for a few hours now and have spent 90% of this save in the same Katana because nothing bigger has appeared.. Did finally manage to get the Odachi battleship and the Kabuto appeared not long after. By this time though, I've amassed almost 2m in credits without hax. Just playing and waiting for a ship to appear.

I think the energy "torpedoes" could do with a little less damage considering their absurd range. Having the perk that increases projectile speeds means the torpedoes become a very long ranged assault weapon, compared to the slow moving if-it-hit-you-it's-your-own-fault weapon it is normally. It's a similar experience with the little doom cannons. Can instagib most frigates after overloading their shields. Katana with a speed hullmod becomes almost untouchable as nothing can stand up to two dark matter cannons for long enough before the AI changes it's mind and tries to back off instead.



P.S
I'm totally fine with updates. You can update all you want.  :-*
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: echosierraalpha on August 07, 2013, 05:40:32 AM
Damn me for updating this mod. :( I promised not to.

"Promises were like laws; smart men knew when to break both."
-C.J. Hill
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Sunnyko on September 06, 2013, 02:31:42 PM
May I sugest adding the picture to the ones selectable by the player, I want to be a gynoid too.  :P
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Gotcha! on September 06, 2013, 02:44:42 PM
Sure, noted. :)
Title: Re: [0.54.1a] Bushi v1.4.1
Post by: Sunnyko on September 06, 2013, 02:49:10 PM
Wow, that was fast, thanks~
Title: Re: [0.54.1a] Bushi v1.5.0
Post by: Gotcha! on September 13, 2013, 08:48:32 AM
v1.5.0
- Added Raiu capital ship. Weapon effect credits goes to xenoargh and a thank you goes to MesoTroniK.
- Changed pulse beam to Rail Cannon (kinetic damage).
- One portrait is now available to player.
- Mod is (hopefully) 0.6a compatible.
Title: Re: [0.54.1a] Bushi v1.5.0
Post by: Borgoid on September 13, 2013, 10:56:17 AM
Hey man, enjoying the mod so far.

Regarding the people saying that robots killing humans is overused -especially the modders saying so- you're not very good at self analysis :P

Humans are killing other humans because they have disagreements about things! < - Not overused...


You might want to do a balance pass on the Nambu SRM pods. They have 9,600 total damage compared to an annihilators 10,000 but also seek and are faster, not to mention comparing them to Harpoons, 1,500 with slower projectiles :P

Granted they have fairly short range compared to Harpoons but in a strict annihilator/Nambu comparison there's no reason to use Annihilators, especially given they cost the same OP.

The Photon Pulse Beams might need a look too... There are very few situations where they're not just strictly better than the Burst PD laser. The very limited times where you're hard pressed for PD slots but have OP spare are the only times that come to mind and they're fairly uncommon to be honest. Might need less range or a higher OP cost, or a redesign if you're after something that doesn't fill the exact slot the burst PD does but simply does it better.


 
Title: Re: [0.54.1a] Bushi v1.5.0
Post by: Gotcha! on September 13, 2013, 01:07:06 PM
Well, the Nambu is basically a swarmer, but swarmers are fragmentation and the Nambu is high explosive.
I can see how this changes their effectiveness versus larger ships. Hmm. Consider their damage lowered in a next version (with 33%).

I can't remember if I made Bushi's PD weapon better than the Burst PD, but I can imagine so. But hopefully future game updates provide means so players can't just buy Bushi faction stuff without consequences (aka making new enemies etc).
Title: Re: [0.54.1a] Bushi v1.5.0
Post by: Borgoid on September 13, 2013, 04:11:38 PM
In practice the Nambu is an Annihilator with similar-dps, tracking, great maneuverability and slightly lower hitpoints per missile... It's basically better in every circumstance :P

In fact it's SO much better that I'd never consider using even Medium sized Harpoon launchers let alone the small slots.


The Bushi PD (Photon Pulse Beam) is almost identical to the Burst PD but uses 2 less OP and has a better flux/damage ratio :D
limited availability would help to some degree but they're definitely strict performance upgrades unless for some reason you're drowning in spare OP
Title: Re: [0.6a] Bushi v1.0.0
Post by: Gotcha! on September 19, 2013, 12:18:42 PM
[0.6a] v1.0.0
- System "Seiiki" created, home to Bushi. A detachment of The Hegemony is there to entertain them.
- Nambu damage lowered by 33%.
- Used xenoargh's Heat projectile script on Nagamaki's Planet Killer missiles.
  WARNING: Getting hit by one of these is no longer a laughing matter. If you're fighting against one, destroy these missiles, fast.
  A shieldless ship can get up to 10000 damage from one of these, and I estimate that keeping your shields up still leaves you with 6000-8000 damage.
  Please give feedback about balance.
- Lowered Nagamaki's missile hitpoints by 33%.
- Updated and balanced all Bushi ships with the new 0.6a ship values/parameters.

- Special thanks go to LazyWizard, Zaphide and Alex for helping me drag this mod into the new world that is 0.6a; they saved me a lot of clumsying around.
- Special thanks also goes to xenoargh for his special weapon effects and allowing everyone to use them.

- I am using mediafire now, because I'd like to take note of how much my mods are downloaded.
Title: Re: [0.6a] Bushi v1.0.0
Post by: th3boodlebot on September 19, 2013, 07:06:58 PM
hey yall, i really, really wanna try this mod out. i have every single mod i could find thats 0.6a compatible installed, including Hiigaren descendants!! i have to say, i love your work Gotcha!! but to my original mission: playing this mod. for some reason whenever i try to run a simulation with a bushii ship the game crashes. ive yet to try a regular battle, but i have a feeling its not going to work either. any suggestions?? im a HUGE fan of this game (ev nova 8.0 and its not even finished yet!!!!). thanks in advance!!
Title: Re: [0.6a] Bushi v1.0.0
Post by: Borgoid on September 19, 2013, 07:23:20 PM
Sweet. Lookin' forward to messin' about with Bushi again
Title: Re: [0.6a] Bushi v1.0.0
Post by: Taverius on September 20, 2013, 04:05:39 AM
What I said for HD is true here too, the lack of cargo ships below cruiser forces you to use out-of-faction ships if you don't want to play the megafleet game.

Also, I noticed the orbital speeds of planets in the system are so high that fleets have issues catching up to them - the AI isn't very smart and doesn't lead the target.
Title: Re: [0.6a] Bushi v1.0.0
Post by: Gotcha! on September 20, 2013, 05:30:23 AM
@th3boodlebot: That's odd. Thanks, I will check it out. I'd love to hear if others are experiencing crashes, because as of now I have not.

@Taverius: Thanks, I'll go see if I can make a smaller cargo ship. Would make sense, I agree.
Will also look into giving planets speeding tickets.

@Borgoid: Let me know if you encounter crashes, please. ;)
Title: Re: [0.6a] Bushi v1.0.0
Post by: Borgoid on September 20, 2013, 05:33:42 AM
No crashes so far and I'm running Bushi alongside Hiigaran, Junk Pirates, Kadur, Neutrino, Shadowyards, and Gedune (With Lazylib of course)

Makes for some weird ship compositions but no crashes :)
Title: Re: [0.6a] Bushi v1.0.0
Post by: Gotcha! on September 20, 2013, 05:40:06 AM
Thanks. According to another person he's also not experiencing crashes, and neither am I, so I'm afraid th3boodlebot is alone in this. :S
Title: Re: [0.6a] Bushi v1.0.0
Post by: Ronald Klein on September 20, 2013, 06:06:56 AM

  First of all,great job on the mods Gotcha! For a newcomer to the modding scene, your stuff is already on par with what most of the vets have come up with. Sorry to say though that I'm also experiencing out of memory crashes.Granted, I'm playing with Bushi, Hiigaran, Neutrino, Kadur, Gedune and Shadowyards(with lazy lib of course) so I don't know which of these is too much for Starsector to handle.As it is though, the game crashes everytime I go into a battle of any kind, rendering it unplayable.This is after about an hour or so of mostly problem free gameplay.I know it's not something you can do anything about I just wanted to say that you should keep up the great work and hopefully Alex will find a way to fix this issue which has been prevalent since 0.54
Title: Re: [0.6a] Bushi v1.0.0
Post by: Gotcha! on September 20, 2013, 07:17:42 AM
Thanks for the feedback, Criticopulus.
Does it help if you load less mods? Or maybe lose a particular mod, like Bushi?

Both my main mods are around 10 mb. Which is a lot compared to most other mods. I am suddenly wondering if it has something to do with it.
Although I don't experiencing crashes myself, and I have the mods you named there, as well as others, installed. Hmm... Questions, questions...
Title: Re: [0.6a] Bushi v1.0.0
Post by: Ronald Klein on September 20, 2013, 07:36:44 AM


  Not sure what the cause might be since I occasionally experience these crashes even in vanilla Starsector. My specs aren't at fault here, that much I know. I can run anything which came out in the past 2 years on high so a Java based game shouldn't pose a problem.It might just be the way Starsector handles memory allocation which is the issue here
Title: Re: [0.6a] Bushi v1.0.0
Post by: th3boodlebot on September 20, 2013, 06:17:54 PM
i guess im sol then... i have occasional crashes (which is to be expected in a java based game that is under developed and also has LOTS of code running through it) but its never been as consistent. i load my save. fly to the bushii station. buy either of the 2 destroyers available to me, outfit them and try to run a simulation, and it crashes every time without fail. its really depressing me... im going to redownload the rar and install it again. wish me luck!!!

edit- i think i am having the same problem as criticopulos. it runs fine and i fought enough battles to save up around 30k, then went straight to the bushii system to try out the new (to me) ships. the rest of the story you know already.
Title: Re: [0.6a] Bushi v1.0.0
Post by: Gotcha! on September 20, 2013, 06:37:48 PM
@boodlebot: Do you have this problem also when buying ships from another mod and trying them out?

I am aiming in the dark here, but do either of you use the java version suited for your windows bit rate? E.g. if you're using a 64 bit windows version, are you also using a 64 bit java?
And have you already reinstalled java? Maybe try a deinstall of java first so that all settings are reset after reinstalling?

Might be useless information but I'm just hoping something will come out of it. Afterall, you're my... customers? :D
Title: Re: [0.6a] Bushi v1.0.0
Post by: Taverius on September 21, 2013, 03:17:20 AM
Starsector uses its own provided JRE, in the Starsector/jre folder.

You can replace it if you want (you have to use the server jre), but the benefits are dubious and it renders bug reports invalid, so I would not recommend it.
Title: Re: [0.6a] Bushi v1.0.0
Post by: Psygnosis on September 21, 2013, 03:37:24 AM
ive started a new game with this mod, havent given the lore a look.

Havent spotted any bushi ships yet bull ill drop a line ocne things get underway.
Title: Re: [0.6a] Bushi v1.0.0
Post by: th3boodlebot on September 21, 2013, 06:29:08 AM
so i have good news. i tried a little frigate (bushii) in regular combat against the first enemies i came across and everything went smoothly!! apart from me getting annihilated by a superior force... but thats neither here nor there lol. will keep you updated on how its going Gotcha!!
Title: Re: [0.6a] Bushi v1.0.0
Post by: Taverius on September 21, 2013, 07:13:49 AM
I've played a little more ... the alpha jump point in Seiiki moves so fast my burn-8 fleet caught up to it, i told it to jump, and it moved away from me before the jump animation could complete, and left me in space wioth no green ring around my fleet.

I had to approach it head on to actually manage to go through :D

Also, given that the chip is free, I reckon the free ship should be a frigate.
Title: Re: [0.6a] Bushi v1.0.0
Post by: Garmine on September 21, 2013, 07:19:47 AM
Starsector uses its own provided JRE, in the Starsector/jre folder.

You can replace it if you want (you have to use the server jre), but the benefits are dubious and it renders bug reports invalid, so I would not recommend it.

As far as I know it only uses that JRE if you're running Linux. (The .bat definitely calls the system's java instead of the provided, like the .sh does.)

I've also modified my own .sh so I use the system's JRE (which is the newest 1.7 Sun, the provided one does not work), and gave it some more RAM so it won't bug out on some mods. :)
Title: Re: [0.6a] Bushi v1.0.0
Post by: Taverius on September 21, 2013, 07:42:03 AM
The launcher always run off the provided JRE unless you change vmparams, the scripts in starsector-core aren't called normally.
Title: Re: [0.6a] Bushi v1.0.0
Post by: Gotcha! on September 21, 2013, 10:00:43 AM
Didn't even know the game uses its own java instance. ^_^' Silly me.

@Taverius: Maybe people should get a frigate, but do keep in mind that every vanilla faction will turn hostile after you 'implant the chip'. So I guess that should also be added to the equasion. :) (Which reminds me, I need to add the new vanilla faction to the list of Bushi haters.)

@Psygnosis: Bushi ships are currently holed up in their own system, so you won't see them anywhere else.
This will probably change later as I try to create trading fleets (well, for the Hiigarans anyway) and raiding fleets (for the Bushi).
Title: Re: [0.6a] Bushi v1.0.0
Post by: SpaceRiceBowl on September 21, 2013, 03:20:49 PM
I don't know why, but going into the Bushi system keeps on getting me a fatal null :/
Title: Re: [0.6a] Bushi v1.0.0
Post by: Darloth on September 21, 2013, 09:53:57 PM
Gotcha! - I notice that you have this bit here:

Code
player.setRelationship("bushi", 1);
player.setRelationship("pirates", -1);
player.setRelationship("hegemony", -1);
player.setRelationship("tritachyon", -1);

in the chip script.

If you wanted to change that to set all factions to hostile (perhaps they too decide that a swarm of self-replicating murder-droids is perhaps not the best idea, no matter how cool their ships look) then this piece of code is working for me (it compiles with janino, so you can just drop it in and replace it):
Code
List factions = getSector().getAllFactions();
Iterator iter = factions.iterator();
while(iter.hasNext())
{
    FactionAPI faction = (FactionAPI)iter.next();
    faction.setRelationship(player.getId(), -1);
}
bushi.setRelationship(player.getId(), 1);

One caveat, you'll need to add these two imports near the top of the file:
Code
import java.util.List;
import java.util.Iterator;

If there are any other factions that are later allies with Bushi, just get those as usual and set them to 1 after the block, just like I did with Bushi themselves.

As an aside, neither this code nor your original code actually uses the factions got earlier in the file side from the player and the bushi, so you can probably get rid of those either way.
Title: Re: [0.6a] Bushi v1.0.0
Post by: Gotcha! on September 22, 2013, 04:13:59 AM
@SpaceRiceBowl: I don't know why either. But since this mod works for most people I can safely guess that this mod isn't to blame. Sorry.
You can look in starfarer.log to see if the error details make any sense. I don't mind if you post them here either. Someone might know something.

@Darloth: That's awesome, thanks! :D
You mean I can just remove this bit?
Code
FactionAPI player = getSector().getFaction("player");
FactionAPI bushi = getSector().getFaction("bushi");
FactionAPI pirates = getSector().getFaction("pirates");
FactionAPI hegemony = getSector().getFaction("hegemony");
FactionAPI tritachyon = getSector().getFaction("tritachyon");
Title: Re: [0.6a] Bushi v1.0.0
Post by: Darloth on September 22, 2013, 04:27:09 AM
You need to keep the lines for the player and the bushi - those are actually used, but the other three you can delete with no problems, yeah.
Title: Re: [0.6a] Bushi v1.0.0
Post by: ssthehunter on September 23, 2013, 12:51:06 PM
I'm having problems here, if I go into the Bushi system, I cant hyperspace out.
I've tried uninstalling all mods except this and lazylib and it still gives me the same problem. I've even reinstalled starfarer Starsector.  Help please?
Title: Re: [0.6a] Bushi v1.0.0
Post by: Taverius on September 23, 2013, 12:58:24 PM
The jump points are on a really fast orbit.

Approach them head-on, rather than trying to catch up with them, or you won't be able to hyperspace out. Actually, that reminds me, I'll make a bug report about it.
Title: Re: [0.6a] Bushi v1.0.0
Post by: ssthehunter on September 23, 2013, 02:26:04 PM
The jump points are on a really fast orbit.

Approach them head-on, rather than trying to catch up with them, or you won't be able to hyperspace out. Actually, that reminds me, I'll make a bug report about it.
No, I mean I'm literally sitting on the point, and then it asks me if I want to hyperspace out.
I say yes and nothing happens.

Edit: Tried that. Still get nothing.
Title: Re: [0.6a] Bushi v1.0.0
Post by: Gotcha! on September 23, 2013, 02:31:14 PM
It is what Taverius says, trust me.
It'll be fixed in the next version.
Title: Re: [0.6a] Bushi v1.0.0
Post by: SpaceRiceBowl on September 23, 2013, 03:29:55 PM
well that's certainly strange, the times where I don't get fatal nulls I get a completely white background on the system and my menus when I exit, it only fixes when i quit the game. dunno if i installed wrong or something
Title: Re: [0.6a] Bushi v1.0.0
Post by: Taverius on September 23, 2013, 03:31:26 PM
That usually means you're running out of memory.
Title: Re: [0.6a] Bushi v1.1.0
Post by: Gotcha! on September 27, 2013, 04:30:19 PM
v1.1.0
- New star system: Hades
- New star system: Cygnus
- Added tug/freighter frigate.
- Planet Zetsubo's speed halved, player's fleet should not have issues anymore trying to go through Zetsubo's jump hole.
- Added Sindrian Diktat and Regime to Bushi's hate list. (No offense, Vayra. Bushi hates all!)
- After getting the chip implant, EVERY FACTION out there will be hostile with you, even mod ones, apart from Bushi itself ofcourse. Thanks, Darloth!
- Added 4 missions!
- Rebalanced deployment points.

I forgot to change the version number in the mod itself. Ignore old version number plx ktnx.

Edit: I also forgot to mention that this mod should be Exerelin compatible.
Title: Re: [0.6a] Bushi v1.1.1
Post by: Gotcha! on September 28, 2013, 07:47:46 AM
Small update:
- I scored a 83% on the Seppuku mission, but couldn't even finish it when I tried it a couple of times later.
Added two ships to made it slightly easier.

- Added Datsu corvette.
Title: Re: [0.6a] Bushi v1.1.1
Post by: Gotcha! on September 29, 2013, 04:53:54 AM
Thanks! It wasn't labeled as a 'system' weapon. Is fixed in next version.
Title: Re: [0.6a] Bushi v1.1.1
Post by: momerathe on October 03, 2013, 03:50:13 AM
one of these ship names is not like the others :D

also, if you're looking for something like "Robot Industries" you probably want "kougyou" rather than "gyoukai".

they're nice looking ships - I'll definitely try the mod out.
Title: Re: [0.6a] Bushi v1.1.0
Post by: Vayra on October 03, 2013, 04:45:20 AM
(No offense, Vayra. Bushi hates all!)

None taken, I've had this line in my code since the day I started working on my mod:

Code
regime.setRelationship("bushi", -1);

 ;)

Downloading the new version now, by the way.

Title: Re: [0.6a] Bushi v1.1.1
Post by: Gotcha! on October 03, 2013, 05:49:14 AM
one of these ship names is not like the others :D

also, if you're looking for something like "Robot Industries" you probably want "kougyou" rather than "gyoukai".

Heya. Welcome to the forums!

Whatcha mean with not like the others? :)
Title: Re: [0.6a] Bushi v1.1.1
Post by: momerathe on October 03, 2013, 07:00:36 AM
thanks! I've been lurking for a few weeks.

"Haramaki".. while it is, indeed, a piece of medieval armour (though I had to google it to find that out) say the word to a modern Japanese person and they will think of one of these: http://www.flickr.com/photos/36185100@N07/5134224192/
Title: Re: [0.6a] Bushi v1.1.1
Post by: Gotcha! on October 03, 2013, 10:04:23 AM
Oooooh... well, if that is all... Shame on the modern japanese person for not knowing his/her history then! :P
Title: Re: [0.6.1a] Bushi v1.0.0
Post by: Gotcha! on October 03, 2013, 02:56:35 PM
[0.6.1a] v1.0.0
- 0.6.1a Compatible.
- Added 1 mission.
- Changed Raiu's main weapon stats. Lower flux/damage per second, longer output, lower jump-lightning damage and range, added EMP damage to jump-lightning.
  Due to longer output, more chance of jump-lightnings.
- Dark Matter Device no longer has ammo, so you can hold the fire button down. Rate of fire remains the same.

Title: Re: [0.6.1a] Bushi v1.0.0
Post by: Taverius on October 04, 2013, 10:08:13 AM
The version in the mod_info.json is 1.2.0 :)
Title: Re: [0.6.1a] Bushi v1.0.0
Post by: Gotcha! on October 04, 2013, 10:09:55 AM
Agh, crap. Oh well, new version soon anyway.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Gotcha! on November 17, 2013, 05:21:23 AM
[0.6.2a] v1.0.0
- Codex 18 rating: YELLOW. (Slightly more powerful than vanilla, in theory.)

- Reduced aiming angle of many weapon mounts on many ships.
- Changed shields colour.
- According to Codex 18, Katana was way too strong. I nerfed parts of it, but it still remains 'overpowered' according to the Codex, even though many vanilla ships rival or surpass it (in my opinion).
- According to Codex 18, Tanto had too many landing strips for its class. (At least, that's how I understood it.) It now lost a landing strip.
- Re-evaluated and modified all planet rings in the 3 systems. (E.g. were made prettier.)
- Jirushi cargo increased with 50.
- Increased Bushi MRM missile damage.
- Created Raijin small and medium energy weapons. Lightning weapons that jump from target to target. Thanks goes to LazyWizard. I noticed a bug with this though.
  On a rare occasion a gigantic beam crosses the screen when those weapons are firing. :S This bug-beam doesn't hurt anything though.

Size of this mod is now greater than Hiigaran Descendants. Now how the heck did that happen. :)
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: ValkyriaL on November 17, 2013, 07:04:54 AM
Im curious to how Bushi is yellow when Valkyrians are green almost crossing over to blue. >.> and your 2 versions behind on Codex, its Codex 20 now.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Gotcha! on November 17, 2013, 07:40:09 AM
Thanks. :) No change for me in Codex 20 though. The Katana still scores a 2.44 after nerfing. Dunno why. But I have the feeling it's the only reason this mod isn't green. :)
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Lopunny Zen on January 10, 2014, 02:32:49 PM
Dude some of these ships shields are WAY overboard...i mean i have a tritach beam frigate and i could barely do anything the the freighter as it slowly flew away laughing...i mean come on...its a damn freighter and its shield do that..the only frieghter to do that is a neutrino one and even then thats a capital one...so tone down the compacity alot o.o
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Gotcha! on January 10, 2014, 02:37:56 PM
I guess you'll need to bring out the bigger guns. I'm not going to make my freighter cruisers be easy targets for lowly frigates.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Sundog on January 10, 2014, 02:53:44 PM
...tritach beam frigate...

In case you're not aware, beams generate soft flux when they hit shields, not hard flux.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Lopunny Zen on January 10, 2014, 03:32:10 PM
what....dude wtf are you talking about yeah they should be destroyed by frigates...like every other damn factions freighters are..there are rules that mods should follow...and a freighter should not have that much shields...and lowly...its tritachyon...there frigates are good...so if theres a problem..then maybe you shouldnt mod anymore
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Gotcha! on January 10, 2014, 03:36:44 PM
Before I stop modding I'd appreciate it if you'd learn to play this game properly instead. Afterwards we'll talk.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: MesoTroniK on January 10, 2014, 03:37:20 PM
what....dude wtf are you talking about yeah they should be destroyed by frigates...like every other damn factions freighters are..there are rules that mods should follow...and a freighter should not have that much shields...and lowly...its tritachyon...there frigates are good...so if theres a problem..then maybe you shouldnt mod anymore

I think you may be overstepping your bounds a little bit here.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Hyph_K31 on January 10, 2014, 03:41:28 PM
Rule one of modding: there are no rules.

There are guidelines, but certainly no rules.

Gotcha, keep up the good work.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Lopunny Zen on January 10, 2014, 03:46:42 PM
im not overstepping my bonds i am the player and im speaking out and addressing the issues..and a freighter is meant to hold more space for you implying that its not well armed...especially shields...so theres no reason it should have shields like that...its inexcusable and cheap..how would a player being a pirate rob it if they cant even get through the shields..even worse in exeralin they beat up ships that are loaded in the automatic conflict code and they win...so in other words..it makes no sense and yes it should be destroyed by a "lowly" frigate because thats how it is. 
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: MesoTroniK on January 10, 2014, 03:49:56 PM
Lopunny Zen, I think this needs to be talked about in a different manner. Whether your points are valid or not, the manner in which you communicate them is highly inflammatory and shows very little respect to the community. Quite simply, calm down a bit and talk about this a more neutral stance ok?

If that is too much to ask, then why not just create your own mod if you feel so strongly about these things...
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Sundog on January 10, 2014, 04:05:19 PM
@Lopunny Zen: You seem to think a lot of mods need a lot of changes (which is fine, of course, everyone is entitled to their opinion). However, there's an easier way to make those changes happen than appealing to the creators of the mods; just change them yourself. Basic modding for Starsector is straightforward and simple, and it allows you to change just about anything. You might want to try it out.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Gotcha! on January 10, 2014, 04:17:27 PM
Lopunny Zen: The 'issues' you mention do not exist. You are trying to destroy a CRUISER with a FRIGATE. Yes, it is a cargo carrying cruiser, but it's still a cruiser. If people want to raid Bushi cargo ships, they'll need to bring bigger ships to open them up. This is how I intented it to be and I find it very rude of you to tell me, not asking me, but telling me to fix problems that are not even there.

Now I advise you to stop playing with this mod if you don't like it, accept that it isn't to your taste and move on. Thank you.

Really now...
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: Lopunny Zen on January 10, 2014, 09:23:33 PM
and the atlas is even bigger and thats still taken down sir...there are plenty of cruiser freighters that can be killed...but whatever...this mod fails to impress me anyways
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: FasterThanSleepyfish on January 10, 2014, 09:32:14 PM
Remember the golden rule, treat others the way you would like to be treated.

The atlas is a superfreighter, which is NOT meant for combat. Gotcha intended his cargo ship to be more like a standard cruiser that has had its guts ripped out for cargo space, while still retaining combative capabilities.

One final thing, could you use proper English? In some manner, it is disrespectful if you don't even bother with spelling, punctuation or grammar.
Title: Re: [0.6.2a] Bushi v1.0.0
Post by: LazyWizard on January 11, 2014, 05:42:31 AM
Just a reminder (http://fractalsoftworks.com/forum/index.php?topic=2668.0), please treat all forum members with respect.

@Lopunny Zen: you have a new private message.
Title: Re: [0.6.2a] Bushi v1.0.1
Post by: Gotcha! on January 11, 2014, 06:52:58 PM
[0.6.2a] v1.0.1
- LazyWizard to the rescue! The chip implant should now stick around on Bushi's main station until you buy it. Don't ask me of the magic behind it. I am no wizard!
- New missile weapon, limited to Bushi carriers. Fires once every 30 seconds.
  Fires small one manned (or rather, one Bushi'd) shuttles, which fly fast and have a very good turn rate. The shuttles carry a payload and kamikaze into enemy ships.
  They don't use up crew members. Bushi androids are engineered on carriers in order to man these shuttles.
  The plan was to have it randomly strafe so it was less likely to get hit, but I can't figure out how to make it so, even with Xenoargh's extensive help and modifications.
  I thank you, Xenoargh, even though I failed. Maybe in future Starsector versions it'll be easier to implement stuff like this for mentally challenged people like me.
- Nuke missiles have a red tip. Yeah, not really a big change, but whatever. Big nukes need red noses.

- New game required!
Title: Re: [0.6.2a] Bushi v1.0.2
Post by: Gotcha! on January 12, 2014, 06:38:22 AM
[0.6.2a] v1.0.2
Small fixes:
- Some ships didn't have enough OP to support their basic loadout. Fixed.
- Kamikaze shuttle now shows in Codex.
- Chigiriki has one Kamikaze shuttle, Tanto has two, Kabuto has four.
- Removed arrows from Kabuto's flight deck.

Compatible with v1.0.1. (Not with 1.0.0.)
Title: Re: [0.6.2a] Bushi v1.0.2
Post by: Garmine on January 12, 2014, 06:44:27 AM
Ah, I've just finished booting up my game... :)
Title: Re: [0.6.2a] Bushi v1.0.2
Post by: Gotcha! on January 12, 2014, 07:00:18 AM
Oh dear, is it my turn now to see how much Linux hates my mods? ;D
Title: Re: [0.6.2a] Bushi v1.0.2
Post by: Garmine on January 12, 2014, 07:03:16 AM
Oh dear, is it my turn now to see how much Linux hates my mods? ;D

I don't recall any problems with your mods :D

Btw, 1.0.1 loaded just fine a few minutes ago :)
Title: Re: [0.6.2a] Bushi v1.1.0
Post by: Gotcha! on January 21, 2014, 08:32:31 PM
[0.6.2a] v1.1.0
- Updated for 0.6.2a. (It already said so in the topic title, but this was untrue ofcourse, since 0.6.2a wasn't even released! Somehow I messed up version numbers.)
- Bushi Raiu has increased flux dissipation.
Title: Re: [0.6.2a] Bushi v1.1.0
Post by: DeadWolf357 on February 13, 2014, 01:17:48 PM
Out of all the mods out there adding in new factions/ships/weapons I have to say this is my favorite one because I just love how the ships can just demolish huge fleets! Keep up the good work on the mod! 
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: Gotcha! on July 29, 2014, 06:05:34 AM
[0.6.2a] v1.1.1 - Compatible with LazyLib's 1.9 non-deprecated version.
Thank you, LazyWizard, for making it so. :)
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: muttiman on February 18, 2015, 02:19:25 AM
is this mod dead? too bad, i really enjoyed the bushi :)
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: DefiasOne on February 23, 2015, 04:34:30 PM
is this mod dead? too bad, i really enjoyed the bushi :)

It might make a comeback  ::)
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: Ahne on February 23, 2015, 07:53:33 PM
DefiasOne...  i like you more and more!

 :D
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: Chairman Suryasari on January 21, 2020, 09:28:13 AM
still hoping for revived version   :D
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: Chairman Suryasari on January 21, 2020, 03:16:35 PM
still hoping for revived version   :D

You'd better get cracking, then. It's not going to update itself.

yeah, probably will.
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: Gotcha! on January 28, 2023, 02:04:47 PM
Hi people,

Since this topic is quite buried and the mod quite dead indeed, if anyone thinks about creating a mod and likes the ships in this mod, feel free to just take them and create a new faction with them.
Even though I still love Starsector and will definitely replay it again when it's fully released, I'm 100% not going to mod for this game anymore, and I think it'd be nice if the ships got a new life.

Please do credit Kalthaniell. (A link to his original work is in the main post.)
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: Volsungare on March 07, 2023, 05:37:08 PM
Hi people,

Since this topic is quite buried and the mod quite dead indeed, if anyone thinks about creating a mod and likes the ships in this mod, feel free to just take them and create a new faction with them.
Even though I still love Starsector and will definitely replay it again when it's fully released, I'm 100% not going to mod for this game anymore, and I think it'd be nice if the ships got a new life.

Please do credit Kalthaniell. (A link to his original work is in the main post.)

Do you have a new download link? The old one is broken.
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: Gotcha! on March 08, 2023, 08:25:43 AM
Link works for me. Can you try again?
Title: Re: [0.6.2a] Bushi v1.1.1
Post by: Volsungare on March 10, 2023, 06:32:20 PM
I got it, had to tweak the address for some reason.