(http://i.imgur.com/UjGgHOR.png) Revolver AC A space cowboy never parts with his trusty sixgun. |
(http://i.imgur.com/B0ANj5t.png) Copperhead Light Assault Gun (LAG) For when you need to poke the enemy into submission. |
(http://i.imgur.com/FDtn75m.png) Meteor SRM Does not actually contain large amounts of space rock. |
(http://i.imgur.com/yKeIcJo.png) Viper Assault Gun (AG) Two barrels for twice the fun. Not fun for you enemies, though. |
(http://i.imgur.com/KQ8hBBp.png) Diode PD What are you trying to do, tickle the enemy? At least it's cheap. |
(http://i.imgur.com/DJnLzAP.png) eFlak Disclaimer: Is not as awesome as real flak. Disclaimer: You'll learn to love it anyways. |
(http://i.imgur.com/g5sLk95.png) Parabola MRM Funny things happen when you strap a calculator and a rocket together. |
(http://i.imgur.com/3BMZvAR.png) Calidity Whoa, what? A flamethrower in space? Oh, wait. That's just a plasmathrower. |
(http://i.imgur.com/9S91FBq.png) K-Barrage Good things come in small packages. Small packages with serious drawbacks. |
(http://i.imgur.com/cRUJ3z1.png) E-Barrage Im'ma firin' my lazors. Pew pew pew pew pew pew pew pew- I'll stop now. |
(http://i.imgur.com/qhqlP5W.png) Supernova (Built-in) We recommend MKIII Autoshades for the amount of pure awesome. And deadly radiation. |
(http://i.imgur.com/I32XItR.png) Aegis PD (Built-in) It's so ugly it makes missiles hesitate. Or it might just be the graviton beam it shoots. |
(http://i.imgur.com/80rQuVW.png) Ion Repeater Oh dear god, why is it that big. -Everyone ever. |
(http://i.imgur.com/HntUzGi.png) Striker SRM Like the Meteor SRM, but on steriods. Still does not contain rocks. |
(http://i.imgur.com/wF5g2Qe.png) Rotunda Accelerator Ring around the |
(http://i.imgur.com/ysvYvLh.png) Cobra Autogun *BRRRRRRRRRRRRRR* It's never been more satisfying to destroy armor. |
(http://i.imgur.com/l0rPy8o.png) Plasma Blaster Receive plasma! Sort of like an upgraded pulse laser, but fires in volleys. |
(http://i.imgur.com/onysqsh.png) Plasma Projector Citadel is an equal opportunity weapon design company! A close support plasma weapon. |
(http://i.imgur.com/I0E6ZBv.png) Blitz Torpedo Tube Fires a single ultra fast torpedo. What could be worse? A guided torpedo? |
(http://i.imgur.com/h4DzZ8E.png) Rotunda Battery Three mass drivers? What could possibly go wrong? |
(http://i.imgur.com/fqPHbvE.png) Blitz Array If you've ever wanted some venting capital ship to explode, try this. |
(http://i.imgur.com/OaJzGel.png) Large eFlak In this case, bigger is better. A lot better, in fact. Only on the Monolithtm-class. |
(http://i.imgur.com/KmC8V06.png) Concussion Beam It'll give you much more than a concussion if you're hit by it. |
(http://i.imgur.com/qpvW5Hh.png) Kinetic Chirped Pulse Laser (KCPL) It's the badass grandmother of graviton and phase beams. |
(http://i.imgur.com/i1vzZTT.png) Zeus Thunder, lightning, very very frighting! Perhaps the largest railgun ever designed. |
(http://i.imgur.com/KmC8V06.png) Siege Beam(art still WIP) It's cyclopean gaze melts the armor of your foes with impunity. |
0.8.3
+Exerelin's Corvus mode compatible! Don't forget to change Nexerelin's mod_info (you'll see what to change).
+2 new random missions from MesoTroniK. Thanks!
+2 new Rip Drive system variants, light and heavy. Both have less charges, more cooldown and less time.
+New hull explosion sounds! CH-BOOOM! KRK-POW!
-Engine style changes. Now smokey instead of glowing!
-Ship balancing: Torus is more tanky, less offensively capable. Driver's flux stats boosted. Tacit buffed.
-Many other changes in many fields. It's irresponsible of me to not document them. >.>
-Sound updates: Most medium/small weapons have new sounds as well as the Concussion Beam and Zeus.
-Sprite Updates: Porter-class and Ayre class.
-Significantly buffed Plasma Blasters. Now, they deal good damage and taper out as they fire for longer.
-Changed Meteor and Striker. Larger volleys, faster speed but a slow reload. Also improved graphics.
-Removed the Cobra's ammo mechanic. Not fun enough.
-Nerfed K-Barrage by decreasing its accuracy limit and increasing its accuracy loss rate. Also nerfed ammo.
-Nerfed Parabola's range from 6000 to 2000. Effectively an MRM, but still able to go very far (with inertia).
-Buffed Heavy eFlak. It now features a larger blast radius.
-Buffed Plasma Launcher on the Conduit with a larger blast radius. Still iffy on this one.
0.8a
-SHIPS
Many universal slots removed, some slot size changes, some turret arc changes
Shield efficiencies reduced across the board
Flux values nerfed on some ships
Hull values for a few ships redone
Ship system changes for Aural, Comet, Nova and Monolith
Rip Drive- Now allows for shield deployment and gives a efficiency bonus, but disables weapons
Arrowheads: Replaced Burn Drive with Berserker system
Improved art for Aural, Seirra, Nova and Torus
WEAPONS:
Hypermatter: Higher ROF, less damage (sorta like a stat badass pulse laser)
K/E-Barrage: Accuracy (now very low), range, DPS and ROF modified
Rotunda Battery: Reduced flux cost, slower ROF, shorter charge-up
Zeus: Higher ROF, reloads completely after a while
Supernova: Grants one charge after a long period of time
OTHER:
Increased Bastion Shield system cooldown by 5 seconds
Increased Ionic Generator system cooldown by 15 seconds
Reduced All fighter speeds substantially
Increased FP cost for cruisers
New sound: Rip Drive
Modified Plasma Blaster sounds to be shorter
0.7.6
~SHIPS
-Bastion Shield AI fixed
-Ionic Generator AI fixed
~WEAPONS
-Updated nearly all weapon descriptions
~MISC
+Version Checker mod is now compatible with Citadel
*Reduced overload/vent speed boost for Flux Alligned Engines
*Changed the scale of the Citadel system
*Buffed all of the markets in Citadel
*Missing market descriptions... again!
*Updated market descriptions
0.7.5
~SHIPS
+New Rodure class frigate. A more stereotypical jack-of-all trades frigate.
-Added "High Maintenance" hullmod to Nova.
-Added "High Maintenance" hullmod to Conduit.
-Bastion Shield has been changed so that it will deploy immediately for 5 seconds. Still powerful, but requires some careful thinking to use.
-Buffed Vixen Drone's shield and speed
~WEAPONS
-Nerfed Conduit's main weapon charge range.
-Buffed all Blitz Torpedo tracking/turn speed.
-Reduced Heavy eFlak's charge regeneration rate.
-Buffed Plasma Projecter from 300 damage per shot to 500 damage per shot
-Buffed Meteor missile: Faster projectiles and a very slow ammo regeneration.
-Diode has slower ROF. Balance of stats is roughly the same though.
-Plasma Blaster now fires slower and has an interruptable burst.
-The Seige Beam (you are lucky if you find this) can now turn slowly.
-Revolver AC fires slower yet more powerful volleys. Reduced to 4 OP from 7 OP.
~MISC
+Flux Alligned Engines now gives you ship a signifigant engine boost when overloaded/venting.
*Planet/Station Illustrations would not show up
*Missing market descriptions.
*Citadel flag becomes red/black
0.7.4 (WIP)
+Added Citadel Prime/Citadel Station interaction dialogue pictures, courtesy of tryingtofly @ deviantart
-Adjusted ship stats to match vanilla changes
-Nerfed the Bastion Shield system by increasing the hard flux generation rate
-Improved the stats of the Seirra to compensate for the Bastion Shield nerfs.
-Updated missile engines to use new trails
-Buffed all missiles to match vanilla
-Buffed Diode PD to match vanilla missile buffs
-Fixed Plasma Blaster hardpoint barrel offsets
-Buffed Neutron/Proton bomber wings to be faster/flux capable
-Zeus is now a large energy
*Fixed Power Cruise AI Bug
0.7.3 dev 3
-Java integration of the market systems provided by the amazing David.
0.7.3 dev 2
+Added a pirate base in the asteroid belt of the Citadel system
-Made Citadel hostile to Hegemony, Diktat and pirates
-Changed Conduits Berserker system to have a beam damage bonus, added some description in the status
0.7.3 dev
+Now compatible with 0.65a (barely)
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced KBarrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges
-Buffed shield efficiency of a few ships
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire
0.7.3
+Now compatible with 0.65a (barely)
-Another Vixen Drone nerf, substituted Ion Repeater for Ion Cannon
-Comet now has the Power Cruise system
-Fixed Zeus/Plasma Blaster offsets, fixed plasma blaster turret barrels not showing up
-Reduced KBarrage flux to make it a viable option
-reduced detonation range of eFlak, reduced its damage, increased projectile speed
-reduced EMP of plasma projector
-Ion Repeater now fires bursts
-Revolver now has a longer burst delay and thinner shell.
-Parabola has a 2x longer cooldown
-Concussion Beam has more DPS and more charges
-Buffed shield efficiency of a few ships
-Tacit is now less wacky in base flux stats
-Ionic Generator system now states it does friendly fire
0.7.2
+New trading station in the Corvus system for easier access. Orbits next to the abandonded storage.
-Moved the Citadel system a bit closer to all of the rest of the systems
-Fixed Hypermatter sprites. What was I thinking!?!
-Probably forgot some other minute change.
0.7.1
+Normals, Materials and Surface maps added thanks to Dark.Revenant.
-Viper, Copperhead and Hypermatter sprites from HELMUT
-Various placements of ship engines, shields and weapons have been fixed.
-Balances!
=Porter has been nerfed via supplies being increased to 2/day
=Parabola has had its ammo count reduced
=The Vixen drone is no longer stupidly broken with a fortress shield. Now has a phase skimmer.
=Inland's Ionic Generator is now MUCH quicker to fire and resets your flux. Kinda fun to pilot the carrier now!
-Bug fixes of the boring sort!
0.7
+Gedune mod interactions! Gedune station will now spawn in the Citadel system.
+New ship: Sierra-Class Battlecruiser (Sub-Capital). Two flight decks and a powerful weapons array.
+New wing: Firewall H?fing: An heavily shielded pair of fighters outfitted with a Heavy eFlak.
+New bomber: Neutron bomber. A fragile bomber that carries a single Blitz torpedo.
+New bomber: Proton bomber. A hardier bomber equipped with a plasmathrower. Better than the Neutron.
+New weapon: Rotunda Battery: An kinetic autopulse equivalent. Generates massive flux and damage.
+New weapon: Plasma Projector (A energy based Hypervelocivty Driver)
+New weapon: Heavy eFlak: An energy based flak cannon with a huge flux cost. It is very effective though.
+New weapon: K-Barrage: An expensive small weapon designed to offer supreme kinetic DPS.
+New weapon: E-Barrage: An expensive small weapon designed to offer supreme energy DPS.
+New weapon: Calidity: A small mount flamethrower akin to the Anitmatter Blaster.
+New weapon: Diode PD: A weak and cheap PD that only offers slight armor peircing and a small impact force.
+New weapon: Parabola LRM: A missile launcher that uses flux to fire two kinetic warheads with a long range.
+New text all around.
-New color scheme on all ships.
-Driver, Inland, Conduit and Stable have completely redesigned sprites.
-Inland now has a powerful Ionic Generator, which charges up to release an EMP shockwave.
-Rip Drive behavior changed, Longer, but slower, bursts of speed. The system has been given 3 charges from 2.
-Power Cruise behavior changed, on activation it drops the speed to zero, then slowly gets to 230 SU.
-Beserker system changed, signifigantly nerfed in speed and firepower.
-Weapon Balance Changes;
Plasma Blaster (Hypermatter) now fires weaker bursts, but generates less flux.
Rotunda buffed to 189 DPS.
Viper, Copperhead both have increased ammo storage. (Their projectiles are more visible now too)
Revolver Autocannon fires faster, deals more damage and has siginifigantly reduced range.
Plasma Launcher (Plasma Lance) is now a massive energy flak gun. Fighters beware...
-A whole lot of little changes everywhere else. Y'know, the Torus's flux capactiy has been buffed, ect ect...
*REMOVED Parlance-Class cruiser. Go find it in the Gedune mod!
0.6.4
+Lights update! Citadel now requires ShaderLib.
-Fixes under the hood for future updates.
-No more custom Exerelin files, use the url: https://bitbucket.org/Zaphide/exerelin/get/master.zip
0.6.3
+You can now use these very mod files to play in Dark Revenant's Starsector+ mod! Check it out!
-Revolver NERFED, now it deals 38 DPS but is highly accurate (very fast projectiles).
-Zeus NERFED, 1500 from 3000 energy damage.
-Striker Pod BUFFED, more projectile HP and launch speed (projectile look also changed).
-Driver-Class Seigecraft has less engines, and won't spin furiously if hit by a salamader.
-Changed some ship stats
-Driver has slightly different turret arcs, built in Meteor missiles changed to swarmers.
-Parlance has 650 from 600 flux dissipation, 75 from 50 top speed, and .7 from .8 shield efficiency
-Porter has 200 top speed from 130, flux buffs, shield buffs.
-Conduit's Berserker buffs reduced from 200% to 150%
-Monlith's Bastion Shield system now absorbs 1.5x damage, or 50% less damage.
-Meathships now have a system that burns them directly to the player.
-Shielded Meathship will not blow up when hit by asteroids anymore, hull and armor buffed.
0.6.2
+New ship, the Parlance-class Prototype cruiser. A certain alien race cooperated with the Citadel shipbuilders,
and the color scheme of green and purple should indcate which race. Anyways, it is a slower but more
maneuverable ship compared to the previously spotlighted Nova-class. It also boasts more weapons,
better turret coverage and a decent shield generator. Although, it is pretty "squishy" for a cruiser.
+New ship, Arye-class light carrier. It has a good sheild, OP, but poor speed, poor health and only one flight
deck. It also has a medium universal for any kind of weapon you could want.
+New ship, the Hauler-class freighter. It's a small freigter that tries to get through in numbers. It is slightly
faster than the tarsus, but has no shield. The only weapon slots are two small energys, along with 4 built
in tac-lasers for some attack strength.
+New Large Weapon: Seige Laser. A powerful HE laser that has quite a large charge up time. It cannot turn
and has a very expensive OP cost (30 OP). It is very flux hungry too, the Sunder cannot handle it.
+New Small Weapon: Copperhead. A single barrel version of the Viper. It is easier to fit on ships, as well as
slighly better in everything but DPS.
-New art for ships and weapons! Ships courtesty of HELMUT.
-The Monolith has been nerfed. It only has 3 avalible large mounts, and lots of mounts have built-in mining
weapons to show it is a civillian ship. It's only a mobile autofactory, not a ROFL-stomper.
-New sounds for some weapons from SniZipGun.
-Even more ship stat tweaking! (I could still use some more input, pretty please)
-Weapon stat tweaking
-Meteor is more useful, now kinetic damage.
-Striker pod is also more useful, also changed to kinetic damage.
-The Hypermatter is buffed, but the accuracy decreases noticably during extended firing periods.
-Campaign fleet composition tweaking. They should actually go in systems now, if they stop chasing pirates.
Sorry for being so vague, but a LOT of the content was changed.
0.5.4
* 0 Flux beam weaponry glitch!
- Major ship balance pass
- Plasma Lance is now a beam
- Cleaned up the Light Destroyer sprite a bit
+,- Misc. Stuff
-----
0.5.3
Changed the Campaign fleet indicator color to the a light blue. Very flashy!
Stats changed across the board. Is it good? Any changes you would recommend changes of any sort? Please do!
-Armor standardized
-Shields reduced, some shields nerfed/improved
Weapon price changes!
Fixed weird projectile behavior with Rotunda Accelerator!
The viper has a much beefier sound now!
Added a new ship, the Quasar strike frigate. It won't be in Exerelin until there is an update on Zahpide's part. (Dude, it has a plasma flamethrower!)
Changed the weapons for the Arrowhead wing into something less pathetic.
Switched up some things here and there...
-----
Version 0.5.2 BETA
Small weapon changes
Bugfix for campaign
All variants now make sense!
-----
Version 0.5.1 BETA
New weapon for the Supernova cruiser. Giant kinetic lances are awesome!
Meteor missile is now a large EMP burst. I will flesh out this line of AOE EMP missile next time!
Slight changes to Rip Drive behavior
More changes all around the block
-----
Version 0.5 BETA
Exerelin compatibility, at last!
New weapon: Ion Repeater, an attempt to make EMP damage useful until feature mechanics.
Carrier has gotten plastic surgery!
Minelayer has gotten a face lift!
A slight redo of all ship stats for hull, armor, flux dissipation, and flux capacity.
Cocktail Party is now a bit harder, you must do more with less now.
Slight weapon changes for projectiles, stats and behaviors.
There is more, but they are relatively unimportant.
------
Version 0.3 BETA
New weapons! Rotunda Accelerator, Cobra Autogun and the Meteor Rocket!
New ship, Marathon-class Medium Destroyer! (Plus a little experiment, which is hidden!)
Updated Art: Nebulae-class PD Platform and the Juggernaut-class Seige Cruiser!
Tweaks: Stats for weapons and ships.
YAY! Lazywizard has helped me fix up the new system for this mod: Citadel! (It's quite a trip, bring some fuel!)
Many small tweaks, that I can't remember!
------
Version 0.9
Redid art; now a small mod in terms of content!
New weapons! Supernova Rocket, Zeus Railgun, Mini-Flak, Light ACEL (Available at Defenders Station)
Buffed Supernova Cruiser with built-in weapons
New dialog, still WIP.
New mission, Defenders VS Defenders
Changed mission, Cocktail Party is now easy!
------
Version 0.7
One new mission, random battle with a random vanilla fleet
Redid art effects, used paint.net dream effect.
Rebalanced some prices a bit.
Strengthened the Resonance destroyer.
Redid the frigate art, looks much better now.
------
Version 0.6
Fixed convoy.
Fixed Station orbit.
Balanced spawning rate.
Added a new WIP minelayer ship.
Rebalanced all of the ships and their turret mounts.
Added station inventory.
Updated the variants.
New non-stereotypical names!
One new mission.
Thank you phyrex! It really means a lot to me to see that you like it. Yeah, I'm not the best writer. ::) What I meant was pirate attacks on civillian ships led to xenophobia, which in turn caused the public to elect increasingly xenophobic leaders. I came to the point where outsiders are fired upon. So yes, they are all xenophobic, but even if they wanted to change, they couldn't. For now, I left them neutral twoards the player just in case they are too overpowered.
I never considered that! Hrmmm, time to get to work!
How would it not be compatible? I have pretty inconspicus numbers, like 99.17 in the ship_data file. Also, my variants are straightforward and labled induvidually. Everything I label has Fox"..." or Multi"..." in front of it. So it should be compatible with other mods. Especially because I test it among mods like Blackrock, Neutrino and Valkyrians.
Surprisingly i never look at the missions, always going directly with campaign mod. But i guess it depends of the person.
Did you even read the lore? Just wondering...
All in good time, I had to do this post in a rush!Looking at the ship_data, the Monolith is designated as a Mobile Autoactory, rather than Mobile Autofactory.
Thanks, will change in the hotfix!Dreadnaught and Seige are also misspelled (Dreadnought and Siege), but changing that would also require Exerelin players to wait for an Exerelin update.
Thanks, will change in the hotfix!Dreadnaught and Seige are also misspelled (Dreadnought and Siege), but changing that would also require Exerelin players to wait for an Exerelin update.
Also, what are these MeatShips?
to itself as the Bolt, and use ? instead of ' throughout the description.I think that's a vanilla bug.
Bugfixing:
- Fixed smart quotes in descriptions (would display as question marks); loading code now replaces those with regular quotes automatically
fatal: ship hull variant or fighter wing with id: [FoxDreadnaught_elitevariant] not found!
Your ships look amazing. I feel envy. :)Wasn't the Parlance a part Gedune design?
The sole exception being the Parlance. I think the teal colouring should not be there.
when can this be in the Exerilin mod?It already is. What version of Exerelin are you using?
Yes, Citadel is in Exerelin- just out of date. The files citadeldefenders.faction and citadeldefenders.json are included in the download to replace the current files in Exerelin, which are outdated and won't work.placing the .faction in the relevant directory in exerelin (new file, there's no faction file with the name) crashes on load, replacing the one in citadel also crashes me, are they still necessary?
Redownload the mod's .zip again just to make sure you have the latest version and replace the current citadeldefenders.json/faction files in the exerelin mod with the ones provided.
fox_lightacel_base.png, fox_lightacel_hp_base.png, fox_lightacel_hp_barrel.png, & Fox_lightacel_barrel.png - Capital 'F' fox - fox_ >> Fox_
MeatShip_Shield.png & MeatShip_Armor.png - Capitalize .png - .png >> .PNG
Those are the only issues that I've come across using the newest ver. of this mod.
Hope it helps, I also love the sprites and lore that you've got going on. Really do.
I've tried downloading your mod but Chrome marks it "Harmful" and when I open it with firefox WinRar tells me it's corrupted. Maybe it's on my side but I'd be glad if you'd check on it :)
So the more flux you have, the faster you go? That's an interesting idea but would it be better than the normal speed boost at 0 flux?
Oh yeah, totally forgot about exerelin! Zaphide should have that up and running soon, but I think the 0.7 download has a .faction file to use for exerelin. You can just use that one to replace the current exerelin .faction file for Citadel.
Apologies!
I'm glad you are enjoying it, Plasmatic!
True, they don't have enemies, but you start out semi friendly with them and can trade with them to gain favors. I have plans for an opposing faction in their system, however...
Have you tried checking the Factions tab in-game? It's in Intel, second tab.I'm glad you are enjoying it, Plasmatic!
True, they don't have enemies, but you start out semi friendly with them and can trade with them to gain favors. I have plans for an opposing faction in their system, however...
I can never figure out exactly what I need to be trading to gain favor.. is it over a certain credit limit or?
Either way I have the console commands mod so I just made everyone hate them :)
But for the sake of simplicity in replays, where do I find their relationship to other factions? I've looked and I can't seem to find anything in the faction/world files.. but I really don't know what I am looking for.
Have you tried checking the Factions tab in-game? It's in Intel, second tab.I'm glad you are enjoying it, Plasmatic!
True, they don't have enemies, but you start out semi friendly with them and can trade with them to gain favors. I have plans for an opposing faction in their system, however...
I can never figure out exactly what I need to be trading to gain favor.. is it over a certain credit limit or?
Either way I have the console commands mod so I just made everyone hate them :)
But for the sake of simplicity in replays, where do I find their relationship to other factions? I've looked and I can't seem to find anything in the faction/world files.. but I really don't know what I am looking for.
Plasmatic, the file with the defined relationships is in a ccomplied JAR. I'll upload a quick fix today to make them hostile with the Hegemony, Sindrian Diktat and pirates, while adding a pirate station in Citadel's asteriod belt
On a side note, I just got a hold of the conduit.. I think the berserker system could do without the turning speed bonus, the ship together with it's already very fast turning gets pretty hard to control without using "aim at the mouse" thingy.. I noticed it increases fire rate, how does that work for beam type weapons? like the tactical laser?I'm pretty sure it won't have an effect on beam weapons. Should work for burst beam weapons though.
Ah, so nothing I'll be tinkering with anytime soon
On a side note, I just got a hold of the conduit.. I think the berserker system could do without the turning speed bonus, the ship together with it's already very fast turning gets pretty hard to control without using "aim at the mouse" thingy.. I noticed it increases fire rate, how does that work for beam type weapons? like the tactical laser?
QuoteAh, so nothing I'll be tinkering with anytime soon
Actually, I included the source files of the jar inside my mod. Starting with an IDE like netbeans for the first time can be tricky, but maybe you already know how to code.QuoteOn a side note, I just got a hold of the conduit.. I think the berserker system could do without the turning speed bonus, the ship together with it's already very fast turning gets pretty hard to control without using "aim at the mouse" thingy.. I noticed it increases fire rate, how does that work for beam type weapons? like the tactical laser?
Ah, some feedback! Thank you! So anyways, I'll look to reducing the turn speed boost to something more manageable for players. I always use the shift key while playing, so I might be a prone to making small ships too maneuverable. As for the lasers, I guess giving them a damage bonus would help.
SpoilerAlright, Dev 2 is up!
0.7.3 dev 2 changelog:Spoiler+Added a pirate base in the asteroid belt of the Citadel system
-Made Citadel hostile to Hegemony, Diktat and pirates
-Changed Conduits Berserker system to have a beam damage bonus, added some description in the status[close](http://i.imgur.com/aKWor0f.png) (http://www.mediafire.com/download/62echcuc4macdo3/Citadel_0.7.3.zip)
Note, untill the next SS hotfix, you must edit the economy and starmap files in vanilla to include all modded factions!
^click^[close]
Just installed 0.7.3. No problems so far.
One minor point: two portrait files are inconsistently cased and should be renamed for Linux compatibility. The game looks for cit_port_1.png and cit_port_1.png under Citadel/graphics/defenders/portraits/
One minor point: two portrait files are inconsistently cased and should be renamed for Linux compatibility. The game looks for cit_port_1.png and cit_port_2.png under Citadel/graphics/defenders/portraits/
Whoops, thanks for letting me know!
For clarity's sake: just noticed I typo'd cit_port_2.png as cit_port_1.png again in my previous post, hope I didn't accidentally send you off looking for a further typo somewhere.
The Nova Cruiser's AI is broken! Do not engage an enemy fleet with one or even deploy one! Hotfix coming soon! (Sorry)Does that include the Comet destroyer? Because they both share the same shipsystem (Power Cruise).
Is this power cruise problem related to the Comet being like a bat outta hell? That thing runs circles around my frigates it is so fast...
Hi! I'm a big fan of the ships in your mod. However, I'd like to make a suggestion and/or request...
Your ships tend to use up a LOT more fuel than others.
...keep up the good work!
0.7.4
+Added Citadel Prime/Citadel Station interaction dialogue pictures, courtesy of tryingtofly @ deviantart
-Adjusted ship stats to match vanilla changes
-Nerfed the Bastion Shield system by increasing the hard flux generation rate
-Improved the stats of the Seirra to compensate for the Bastion Shield nerfs.
-Updated missile engines to use new trails
-Buffed all missiles to match vanilla
-Buffed Diode PD to match vanilla missile buffs
-Fixed Plasma Blaster hardpoint barrel offsets
-Buffed Neutron/Proton bomber wings to be faster/flux capable
-Zeus is now a large energy
*Fixed Power Cruise AI Bug
0.7.4
-Fixed unused Shaderlib files.
-Stable nerfed to a 125 from 200 supply cap and 900 from 1000 flux cap
-Nerfed the Bastion Shield system AGAIN by increasing the hard flux generation rate
I like what I've seen of this so far; the relative strength of the content seems a bit high, although not insanely so. I buy the "high cost" as a balancing factor to some extent - OP is a great way to limit powerful weapons/ships, but buying price doesn't really come into the equation when it's time to figure out who gets the hull breach.
I did just get ahold of a Conduit though, and as far as I can tell it's murder on (space) wheels. I guess I need to try it out against more things but so far it seems crazily full of win.
The following will sound like i am whining, but I am just looking for some advice.SpoilerI have been in Citadel star system for 2 weeks in game, and find it difficult to rack up some standing, my first 4 days in system was quite, then a large pirate fleet spent 2-3 days killing everything in-system, but me (i ran). 4 More days with out pirates, then a set of 3 small guys, only managed to catch one, the selling the loot then buying supplies was killer (trade disruption due to large fleet, 334 supply cost). During the last 6 days 5 pirates to fast to catch, and then the supplies ran out. I should mention I only play the extra factions in SS+.
This is the 3rd time I have tried to start in Citadel space, can i assume it is a bad idea to start there or has it been 3 times bad luck?[close]
Okay crying time over, starting there put aside, I love the Citadel faction. Their build suits my play style. Faction raising later in game is not so bad, just time consuming due to slow pirate spawn and they are not visited by their enemies.
As a suggestion, would you be willing to add another system, to allow Citadel to come into contact with the Hegemony and\or Sindrian Dikat or have them occasionally attack Citadel?
Thanks for a great mod,
Ratheden
I have finally got a bounty involving Citadel, an assassination. The Sindrian Dikat put up the assassination bounty on a Citadel Admiral? I forget the rank, but it was odd as I had been in SD's star system and never saw them attack.
A couple of notes on the Porter-class, *snip*
~SHIPS
+New Rondure class frigate. A more stereotypical jack-of-all trades frigate.
-Added "High Maintenance" hullmod to Nova.
-Added "High Maintenance" hullmod to Conduit.
-Bastion Shield has been changed so that it will deploy immediately for 5 seconds. Still powerful, but requires some careful thinking to use.
-Buffed Vixen Drone's shield and speed
~WEAPONS
-Nerfed Conduit's main weapon charge range.
-Buffed all Blitz Torpedo tracking/turn speed.
-Reduced Heavy eFlak's charge regeneration rate.
-Buffed Plasma Projector from 300 damage per shot to 500 damage per shot
-Buffed Meteor missile: Faster projectiles and a very slow ammo regeneration.
-Diode has slower ROF. Balance of stats is roughly the same though.
-Plasma Blaster now fires slower and has an interruptible burst.
-The Siege Beam (you are lucky if you find this) can now turn slowly.
-Revolver AC fires slower yet more powerful volleys. Reduced to 4 OP from 7 OP.
~MISC
+Flux Aligned Engines now gives you ship a significant engine boost when overloaded/venting.
*Planet/Station Illustrations would not show up
*Missing market descriptions.
*Citadel flag becomes red/black
0.7.6
~SHIPS
-Bastion Shield AI fixed
-Ionic Generator AI fixed
~WEAPONS
-Updated nearly all weapon descriptions
~MISC
+Version Checker mod is now compatible with Citadel
*Reduced overload/vent speed boost for Flux Alligned Engines
*Changed the scale of the Citadel system
*Buffed all of the markets in Citadel
*Missing market descriptions... again!
*Updated market descriptions
Thanks for the fix - although now Version Checker is failing on it.
While i like ship sprites in this mod, i wonder why those sprites was cut so roughly?
Do you have an ETA on when Citadel will be updated for 65.2a?
I only recently took the time to look at how this mod had changed, since last I saw it was almost new. The sprites in this mod are easily some of the best one the entire forum.
I'll have fun rediscovering this faction
We all need an update man, i will not play starsector+ without your faction so i hope for an soon update. We all hope!
Greetings
Ahne
I'm having conduit whithdrawl. Such an amazing little ship. No worries though, take your time and make it the best you can.
0.8a
-SHIPS
Many universal slots removed, some slot size changes, some turret arc changes
Shield efficiencies reduced across the board
Flux values nerfed on some ships
Hull values for a few ships redone
Ship system changes for Aural, Comet, Nova and Monolith
Rip Drive- Now allows for shield deployment and gives a efficiency bonus, but disables weapons
Arrowheads: Replaced Burn Drive with Berserker system
Improved art for Aural, Sierra, Nova and Torus
WEAPONS:
Hypermatter: Higher ROF, less damage (sorta like a stat badass pulse laser)
K/E-Barrage: Accuracy (now very low), range, DPS and ROF modified
Rotunda Battery: Reduced flux cost, slower ROF, shorter charge-up
Zeus: Higher ROF, reloads completely after a while
Supernova: Grants one charge after a long period of time
OTHER:
Increased Bastion Shield system cooldown by 5 seconds
Increased Ionic Generator system cooldown by 15 seconds
Reduced All fighter speeds substantially
Increased FP cost for cruisers
New sound: Rip Drive
Modified Plasma Blaster sounds to be shorter
Last time I played with the Monolith (only the update before this one), I had triple Zeus cannons on it and lightning guns in all the medium slots so I could prod everything from a hearty distance. All those hidden mining blasters and, mining lasers and Guardians seem a little out of place. Do you plan on making those into built in Citadel weapons by any chance? And what am I supposed to do with the two 360 small slots? More mining lasers? :P
0.8.2
+Exerelin's Corvus mode compatible! Don't forget to change Nexerelin's mod_info (you'll see what to change).
+2 new random missions from MesoTroniK. Thanks!
+2 new Rip Drive system variants, light and heavy. Both have less charges, more cooldown and less time.
+New hull explosion sounds! CH-BOOOM! KRK-POW!
-Engine style changes. Now smokey instead of glowing!
-Ship balancing: Torus is more tanky, less offenseively capable. Driver's flux stats boosted. Tacit buffed.
-Many other changes in many fields. It's irresponsible of me to not document them. >.>
-Sound updates: Most medium/small weapons have new sounds as well as the Concussion Beam and Zeus.
-Sprite Updates: Porter-class and Ayre class.
-Signifingantly buffed Plasma Blasters. Now, they deal good damage and taper out as they fire for longer.
-Changed Meteor and Striker. Larger volleys, faster speed but a slow reload. Also improved graphics.
-Removed the Cobra's ammo mechanic. Not fun enough.
-Nerfed K-Barrage by decreasing its accuracy limit and increasing its accuracy loss rate. Also nerfed ammo.
-Nerfed Parabola's range from 6000 to 2000. Effectively an MRM, but still able to go very far (with intertia).
-Buffed Heavy eFlak. It now features a larger blast radius.
-Buffed Plasma Projector on the Conduit with a larger blast radius. Still iffy on this one.
Just wanted to point it out that download link in the post #239 (one with announcement of 0.8.3 release) actually leads to 0.8.1, while download link in start post leads to similarly outdated 0.8.2 ???
I've recently tried your mod the first time, I think my all time favorite SS weapon will be the zeus, awesome sound/visuals :)
A minor caveat in case you didn't notice: the massive emp damage makes it close to useless on AI ships (they'll almost never at shields to raise hard flux, only on exposed armor/hull).
I sticked 1 on 3 sunders and watched them for an entire 500k bounty battle with multiple capitals, they got less than 10 total shots off. My guess would be this is only the case when
damage type is not kinetic and EMP damage>normal damage. I've changed it to 7500 flux, 3500 energy, and 3500 emp/shot at 6 a minute, works like a charm.
Hi!
The mod does not work on Linux (or on anything using a case-sensitive file system) by default due to the usual upper/lowercase problem. :)
Problematic file(s) + referenced in code:
[...]
This is going painfully slow, it would be nice if Alex implemented some warning mechanism for nonperfect matches on case insensitive filesystems (khmmm windows).
My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.
My apologies, it makes it hard to test for these things without a Linux playtester. I think most of those are fixed in the dev version, but I thank you regardlessly! Bleh, there is something to be said about sloppy work here.
No problems, it's even in my signature. :D I wonder if there's anyone else playing on Linux except for me.
Slightly off, but how would you propose a (modding) feature to Alex? I haven't done such a thing yet and would like to write a demo code for detecting miscapitalization - which then could officially be used to pop up an error showing the mismatch even on NTFS. I think a Java File would return the name case sensitively as NTFS in real is case sensitve, it's Windows what ignores the capitalization. Try saving the same file with lower and upper case extensions from a Linux and read/delete it from a Windows hahaha.
P.s.: actually it was slow because I tested every mod at the same time - 1.1 GBs of texture data according to StarSector. It really takes a long time to load and load and load... :D IIRC 4 of the mods had this style of issue and I also encountered a weird Java 8 compilation bug.
-UPDATED for 0.7a (WIP)
-Fixed some of those damn Linux errors. 'Bout time.
-Revamped fighter balance and weapons
-Updated all fighter art
-Updated nearly all texts to conform better to Starsector's own writing style.
-Updated Meteor SRM art
-Playing with Plasma Blaster balance, should fire with more accuracy at the cost of some damage.
-Improved Rondure Sprite
-Buffed shields of Driver: (0.9 -> 0.8 flux per damage)
Torus: (0.9 -> 0.6 flux per damage)
Tacit: (1.1 -> 0.9 flux per damage)
-Buffed flux cap of Nova: (12000 -> 14000)
Adumbral: (9000 -> 11000)
Tacit: (5500 -> 6000)
Buffed armor of Tacit: (250 ->600)
Buffed dissipation of Tacit: (350 -> 400)
Nova: (500 -> 600)
Nerfed disspation of Driver: (600 > 550)
Buffed speed of Tacit: (60 -> 80)
Buffed ordnance points of Tacit: (90 -> 110)
-Nerfed weapons: Concussion Beam: Less damage (1/2), less charges (10 -> 3)
Huh, did you nerf some of the citadel weapons? They seem to have far less punch then usual.
The Citadel ships are also very slow, since their burn speeds are still 0.65.2a
I get this error in the log when I try to start a new game with Citadel:
-snip-
-snip-
Hmm, this dev is only compatible for 0.7a. I think you might be a Starsector hotfix version off, or perhaps trying to play it in 0.65a, since it's referring to an incorrect star-generation line (that has to tell the game the new star corona size and strength) in the code.
@Plasmatic
For 0.7a, you should download the new DEV ver here
http://fractalsoftworks.com/forum/index.php?topic=6442.msg170372#msg170372
not the stable ver form OP.
104183 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [suicidal] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [suicidal] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.rpg.Person.setPersonality(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:209)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:245)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:167)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(EconomyFleetManager.java:747)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(EconomyFleetManager.java:515)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
0.8.3 (Dev 2)
-Fixed lacking faction-features in the campaign. Oops.
-Adjusted ship logistical values/burn speeds accordingly.
-Rebalanced Tacit
-400 -> 300 flux dissipation
-80 -> 75 speed, 80 -> 50 acceleration
Is a balancing pass planned? Many citadel ships currently have ridiculously low supply costs (Comet, a full scale combat destroyer has 3.5 vs 3.0 for vanilla Hound). They also have very low credit prices.
Is a balancing pass planned? Many citadel ships currently have ridiculously low supply costs (Comet, a full scale combat destroyer has 3.5 vs 3.0 for vanilla Hound). They also have very low credit prices.
Indeed. That, along with a few other updates and polishing features, are planned when I have more time. Those require a full playthrough, but with finals coming up, I simply cannot afford to distracted in any way. I do appreciate the concern though!
Noticed Heaks have 0 crew, so they're stuck with a green "crew". Intended?
Dunno if you already did this, but the Nova Cruiser's "Citadel Experimental Systems" should probably be changed to disallow the addition of safety overrides.
CES increases engine durability by 250% and increases passive venting by 75%. It's weakness is that active venting is 50% slower. Obviously not an issue when SO disables venting.
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):
Some minor typos:
Is a balancing pass planned? Many citadel ships currently have ridiculously low supply costs (Comet, a full scale combat destroyer has 3.5 vs 3.0 for vanilla Hound). They also have very low credit prices.
Indeed. That, along with a few other updates and polishing features, are planned when I have more time. Those require a full playthrough, but with finals coming up, I simply cannot afford to distracted in any way. I do appreciate the concern though!
There are some filename character case related typos in the latest release (prevent game from loading on case sensitive OS):
Please do not overwrite the files. Delete and fresh install is what should counter most of these.
255271 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Finished sector generation
255429 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:63)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
On the other side, randomizing character case in file names is what Windows and many programs for it do on their own each time they manage to do it, so it is quite typical for the case in some names (btw, not only for data, but sometimes also for .class files) to mess "on it's own" between two releases if development is done in Windows (this is why many Java software companies started to force developers to use Linux).
We're completely off-topic here, but none of the above is true. Source: Wrote linux server-side software on a windows client platform for a living for 15 years.
Please do not overwrite the files. Delete and fresh install is what should counter most of these.
"custom":{
"offersCommissions":true,
}
https://www.mediafire.com/?gwi1ij83n4r0i58A hero in record time! Thanks, and the changes sound good.
I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.
For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.
As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.
The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.
I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)
I made the proton and neutron a bit stronger, well sorta.
The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.
If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
https://www.mediafire.com/?gwi1ij83n4r0i58A hero in record time! Thanks, and the changes sound good.
I gave it a shot. Just copy/paste the folders over the mod folder, unless you're running Mac, then you'll have to move the individual files yourself.
For the faction, they now offer commissions. Also, they were set to never get food shortages, I went ahead and changed that.
As for the ships, I basically compared the supply cost to similar ships found in vanilla and SSP+ and then multiplied by 1.5.
The Stable now has 200 cargo (Previously 150), to help carry all the extra supplies needed.
I also edited the mako.
Armor 350 -> 200 (Which is what a wolf has)
Flux Vent 500 -> 350 (Too low cuts into weapon use)
Max Flux 1500 -> 1350
Shield size 210 -> 180 (Between this and the armor cut, should be enough)
Removed ITU (Which does nothing on fighters), armored weapons, advanced turret gyros (it has ONE turret, and its a swarmer missile rack), and point defense AI (It already has a pair of mini-eflaks)
I made the proton and neutron a bit stronger, well sorta.
The proton loses its eflak, this makes the AI retreat as soon as it fires its single missile instead closing into range to shoot ships with its weak PD.
The neutron gets a second plasmathrower, and a bit more flux to fire it.
If you don't like the changes to the proton/neutron, you can simply delete the entries in the hulls folder before overwriting anything.
To make it clear, you may want to ask the OP- foxer360 -next time you post on the fourm of the mod you're directly tinkering with... They may not appriciate it. Even with good intention behind it.
It's nice of you to do that, it's not the question here. But unless Foxer said you could release it, maybe it's better to do that by PM. Just to be on the safe side.Into the ethical minefield I go... what is the ethical benefit of gating distribution behind PM requests as opposed to posting a download link?
Because common courtesy would be to ask Foxer first.I get the common courtesy; should have asked first, ok.
Because if the "fix" doesn't fix anything (or worse), nobody can blame Foxer.
Because while nobody can prevent you from tinkering with someone else mod for your enjoyment, you aren't legally authorized to release it unless specifically told otherwise.
Because starting to modify his work seems innocent, but them someone else think he can do whatever he want with it, including releasing it under his own name elsewhere.
Hi everyone.Hey, don't worry about it. =) I'm glad to know that a) you aren't gone for good, and b) fixes are OK'd! I wish you luck with your real life troubles.
First, I'd like to apologize for not replying or addressing to the issues that you are all having. It's irresponsible of me.
Secondly, I would like to let you all know that I'm having a bit of a rough time right now. A few considerable issues IRL have been weighing me down and affecting my mood, which doesn't leave me much energy to mod. I approve of any fixes that you upload for now, because I'm unable to make my own.
Lastly, I'm going to say that I am definitely not happy with the current iteration of Citadel. With the next update I do, I'm like to make major lore and background changes, which is a lot of work. In the mean time, I'll just try and get over the struggles I'm having outside of this great modiverse, and I hope you all have fun playing around with the other neat mods coming out instead. Sorry.
Don't know why someone would be so protective about modifications made on someone's else's paid work, but I've been on nexusmods long enough to know that "ethics" regarding IPs are as bad as Wikipedia bureaucracy.How silly, modders are so protective about a complex piece of art and code they poured thousands of hour of work and more often than not some rather high amount of money. And the only benefit they get from it is the rewarding feeling some people are playing with it and appreciate their efforts, plus for some the fact that it is effectively a portfolio. Really, I don't see why...
So I'll remove the link and make it available on PM request.
How silly, modders are so protective about a complex piece of art and code they poured thousands of hour of work and more often than not some rather high amount of money. And the only benefit they get from it is the rewarding feeling some people are playing with it and appreciate their efforts, plus for some the fact that it is effectively a portfolio. Really, I don't see why...So protective that they won't let the founder of Wikipedia fix his own birthday on his own entry due to not having enough trusted sources.
Looks like it was my fault, I forgot to include a pair of variant files. Try downloading the patch again.Glad to hear you were able to fix it. Pretty far into a game right now, but if I restart I'll be sure to give it a shot. :P
Nexerilin and SS+ compatible?Not sure about Nex, but the SS+ thread says it's supported and I've used it before with no issues (apart from the above).
617677 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id fox_troll_SHIP not found
874332 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Attempt to release focus by non-owner
java.lang.RuntimeException: Attempt to release focus by non-owner
at com.fs.starfarer.ui.U.?0000(Unknown Source)
at com.fs.starfarer.ui.c.o00000(Unknown Source)
at com.fs.starfarer.ui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
will there be a 7.2 release soon?No.
please say yes
please?
please?!
will there be a 7.2 release soon?No.
please say yes
please?
please?!
The sprites do indeed need a lot of work, know why?
Hidden weapon mounts are bad, and to get rid of all of them requires heavily reworking the sprites. And that is just to make them work, not even getting into making them look better.
This isn't such an big deal if you're just making a cheapie flash-in-the-pan update, but if we're talking about lost potential let's talk about that potential, not the admittedly simple but ditchwater-dull task of getting an old mod shambling around in zombie form, which is so far what you get when you ask for one to be 'updated' the cut-corner way.
Again, the difference between doing a crappy job and doing a good job isn't as great as you think it is.
The sprites do indeed need a lot of work, know why?
Hidden weapon mounts are bad, and to get rid of all of them requires heavily reworking the sprites. And that is just to make them work, not even getting into making them look better.
The sprites do indeed need a lot of work, know why?
Hidden weapon mounts are bad, and to get rid of all of them requires heavily reworking the sprites. And that is just to make them work, not even getting into making them look better.
I'm new to the game, so take this with a grain of salt when i ask, what's so bad about Hidden weapon mounts?
If being told that modding is work is 'demotivating', someone likely wasn't going to be much of a modder in the first place, given that modding involves arguing with people like you who don't remotely know what they're talking about as much as it does the often maddening work of Starsector API spelunking. But that's not my intent; I'd love it if more people just stepped up like a mensch and revived the mods they think should be revived. I also think that sloppy, low-effort, garbage mod revivals like you're suggesting aren't worth doing, so I don't do them. Judging by the relative paucity of lasting mod revivals of the type you suggest, the board as a whole agrees with me.
You know where is a great place to start? With an original idea. Make something of your own instead of riding on the coattails of an existing mod. You'll learn more, you'll make better work, and you'll be more invested in what you produce. People might not like your idea, and your idea might genuinely be bad, but creative learning processes involve making a lot of terrible things on the way to making something good. And making stuff is inherently fun, even if it sucks.
If you pop by the Discord, I'll happily answer modding questions. You can ask Nia, Vayra, or anybody else I've helped out with their mods. And you can look at the community resources I've put up there, like the blank AI Core and Blueprint backdrop pack (which, now that I mention it, really ought to go up in the relevant forum, too). Unlike Cyan Leader or the now-banned Lopunny Zen, I've put my money where my mouth is; if I think something should exist, I put work into it rather than filling up the forum and my post history with 'somebody should do this!' posts.
This is probably good advice for most people, but here's the thing: I am not an artist and I have no intention of developing that skillset. And it ain't just an execution thing -- my sense of visual aesthetics is a terrifying thing to behold. Like if Frank Frazetta tried to draw manga with nothing but neon crayons and black velvet.
However, I really enjoy tweaking and refining systems to help them do what they do better (I'm a writer/editor by trade. Go figure.), so not having to worry about the art side of things helps me a ton.