Fractal Softworks Forum

Starsector => Mods => Topic started by: Zudgemud on November 25, 2013, 04:40:26 PM

Title: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
Post by: Zudgemud on November 25, 2013, 04:40:26 PM
(http://i.imgur.com/jTJHmMc.png)
Download here (https://www.mediafire.com/file/gqevaxsz92ju5hy/pn54a.zip/file)



REQUIRES LAZYLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
REQUIRES MAGICLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
REQUIRES GRAPHICSLIB. GET IT HERE (https://fractalsoftworks.com/forum/index.php?topic=10982.0)

Compatible with commissioned crews.

When installing the mod, make sure to delete any old version first before installing the updated version! Errors and crashes will happen if you only use replace contents in existing folders.

Updated: 2021-12-29

If anyone would like to send me a tip, this modder needs it more: https://www.patreon.com/mesotronik


Introduction
The idea of this faction is high flux vent bad tank, most guns and ships work best while pouring out a steady stream of damage from range. I aim for everything to be vanilla balanced so if you feel something is OP/crap please let me know! This faction is Nexerelin compatible.


Lore:
Spoiler
The Tolp system was initially settled by the Tri-Tachyon corporation as a full scale test of their experimental P-series reactors. Labeled Project Orion Leuiticus the main colony was constructed on the geologically stable and habitable Tolp II. While the technology proved wholly incompatible with the current energy infrastructure, the colony itself was a huge success. The Tri-Tachyon corporation nurtured the Tolp system to become their energy production nexus, with great investments into their P-reactor technology, building thousands of interlinked reactors on the surface of Tolp II. Within a few decades the Tolp system was the main supplier of energy for 17 different domain systems, producing the energy needed by for a total of 96 billion humans.

This was not to last however. The Tri-Tachyon corporation always had a more confrontational stance against what they saw as the consistent inefficiency of the Domain and the restrictive regulations which it enforced within its spheare of control. When the gates went down the remaining Domain politys assembled mighty armadas to quell any armed rebellion against the authority of the Domain. Though they were battered and disorganised, the vast fleets of the Domain was deemed an overwhelming foe for the Tri-Tachyon forces. As the Domain fleets set their sights on strategic fuel and energy infrastructure, the Tri-Tachyon board of directors approved of a callous plan to increase the company's power and market dominance of the Persean sector. Detonate the reactors in Tolp, strangle the Domain forces within the sector, thereby allowing the energy independent Tri-Tachyon corporation to build up and muster their forces for the inevitable conflict.

While a tactically sound idea, it was to prove fatal for the vast majority of citizens of the Tolp system. A 3 hour warning was made to evacuate the system in face of the advancing Domain, failure to comply with evacuation orders would lead to immidiate contract termination and loss of severance bonus. No mentioning was made of the impending reactor detonations. As most citizens did not think the forces of the Domain would do them harm, they stayed put. 3 hours later, the surface of Tolp II lit up like a star, and half a billion lives were no more.

The evacuation of the remaining colonists and other assets within the Tolp system was not deemed a priority by the Tri-Tachyon asset evaluation algorithm, and starports along with other essential infrastructure was bombarded from orbit to deny all company assets to the forces of the Domain. The only surviving Tri-Tachyon infrastructure being a small subterranean research facility on Tolp IV which inexplicably denied the self destruct command sent by the orbiting Tri-Tachyon fleet.
[close]

 
Ships
Fighters
(http://i.imgur.com/5XNHAGX.png)(http://i.imgur.com/XX4lRTa.png)(http://i.imgur.com/sMmZd2r.png)

Frigates
(https://i.imgur.com/ZwAVEyY.png)(http://i.imgur.com/QDdduNi.png)(http://i.imgur.com/jIscVWB.png)(http://i.imgur.com/teG3BNj.png)(http://i.imgur.com/K0UugkA.png)(http://i.imgur.com/RrvIuRC.png)(http://i.imgur.com/N03WiwW.png)(http://i.imgur.com/gUkVXdm.png)(http://i.imgur.com/myXSPrp.png)(http://i.imgur.com/nitDPhn.png)(https://i.imgur.com/XkhyeQn.png)

Destroyers
(http://i.imgur.com/bwvTNrr.png)(http://i.imgur.com/H7nc7rE.png)(http://i.imgur.com/yyOGY13.png)(http://i.imgur.com/g7RwG0s.png)(http://i.imgur.com/hrZWwGu.png)(http://i.imgur.com/hqgFfc3.png)(http://i.imgur.com/8tncUBj.png)(https://i.imgur.com/b7dcu0g.png)

Cruisers
(https://i.imgur.com/TqV34JI.png)(http://i.imgur.com/FRYjieQ.png)(https://i.imgur.com/laXdWDl.png)(http://i.imgur.com/Zz3MjaR.png)(http://i.imgur.com/YVTI79P.png)

Capitals
(http://i.imgur.com/YivcKo9.png)(http://i.imgur.com/FuHdsYS.png)(http://i.imgur.com/Z6FbxWR.png)

Utility ships:
Construction rig
(http://i.imgur.com/dLsqRqs.png)
MLMV Tug
(http://i.imgur.com/FHUalBT.png)
MLMV Miner
(http://i.imgur.com/YOgAarP.png)


Guns
Small
(http://i.imgur.com/zAQVOwp.png)(http://i.imgur.com/7RPCgTJ.png)(http://i.imgur.com/hmoiTUy.png)(http://i.imgur.com/jrWmmNJ.png)(http://i.imgur.com/BhIML2J.png)(http://i.imgur.com/qnD9d6P.png)(http://i.imgur.com/BOPI1iW.png)

Medium
(http://i.imgur.com/RSqQ6fa.png)(http://i.imgur.com/D79Eki4.png)(http://i.imgur.com/VR5AVnF.png)(http://i.imgur.com/IozXALN.png)

Large
(http://)(http://i.imgur.com/eakVrxP.png)(http://i.imgur.com/q7jbKVL.png)(http://i.imgur.com/GH9Q4Vw.png)(http://i.imgur.com/0uDXMQH.png)

Ships:
Fighters
Stress = Annoying fighter, has a tiny EMP ship system and an EMP vulcan.
Spore MkIII = Extremely heavy hitting fighter, needs other ships to distract the enemy figthers and to make good use of it's massive firepower.
Saksh-t Turret = Stationary point defence turret with a long range teleporter, good for guarding very slow capitals.

Frigates
P9 Wolf = A P9 modded wolf, higher flux rate but even weaker shields, armor and hull.
Sike = Heavy hitting frigate, very short peak performance.
Sike-M = Annoying tanking support frigate armed only with rockets to choke enemy point defence, also very short peak performance.
RS = Support frigate, can pack a punch but mostly just pisses you off with it's emp drone, short peak performance.
Mite = Fast hauler frigate with a chaff spraying speedburst, can act as close support, long peak performance, is fabulous to fly!
Mite-s = Tanker version of the Mite, it too is fabulous to fly!
Spore = Fast but undergunned frigate, tight on OP, your dream of flying a figther has come true.
Spore mk II = A Spore with more staying power and a bombing system. This is of course reflected in the support profile as it is about as costly as most cruisers to field.
SNZ = A point defence frigate made for escorting bigger ships.
Thel-EP = Phase frigate
Tartif = A ship with a jelly armor and a ramming subsystem. You can bump ships, zap ships, all ships, this can be fun!

Destroyers
SL-t1p = Point defence destroyer, made to escort and support other less PD gifted P9 ships.
SL-t2 = Heavy assault destroyer, fit it with care, limited with OP.
SL-t3 = Long range sniping destroyer, anything it aims at gets hurt.
Cyz-C hP = Phasedestroyer, good at keeping up pressure.
P9 Valkyrie = Troop transport with ground support package.
Louse = Combat hauler, fantastic defences for a hauler.
AGG-r = Support destroyer
P9 Buffalo = Just a Buffalo in faction colors, different flux stats but otherwise the same.

Cruisers
Korlo-SKT = Fast phase cruiser with fantastic flux dissipation, 3 large universal hardpoints and good OP. Has really low flux and can only phase for a few seconds before it overloads.
Kaala= Sluggish and decently armored for a P9 ship. Can activate a supercharge that rushes it forward or backward while shooting a massive murderbeam that will destroy most objects in it's path.
Silverfish-MPK = Undergunned armortanking ship with regenerating armor and a speedburst. Should preferably be driven by the player as the AI is somewhat suicidal with it.
Cimex = Support carrier with built in long distance bombarment system and defence drones, very slow and sluggish.
Tick = Defenseless hauler with 2 flight decks, very good burn speed compared to most haulers but with a cargo capacity of 700, also has a superb viewrange thanks to sensor drones.

Capitals
Samaa-DSI = Fat, slow and undergunned, this ship is made for tanking and to incapacitate the most powerful enemy ship on the field, giving the rest of your fleet opportunity to chew down the lesser ships.
Samaa-EBM = Fat, slow but not undergunned, this ship is a pretty standard ship of the line but with extra big magazine sizes. Generally good firepower and stayingpower against single opponents thanks to it's fortress shield, though limited in pointdefence and very vulnerable to flanking.
Eyfel-EP1 = Fat, slow with a cloak and a flight deck, good at supporting from range.

Utility
P9 Repair Rigb = Basically the same as vanilla the repair rig but faster and with more fuel/supply consumption.
MLMV = Though it is armed with mininglasers and a miningblaster, it is slow and extremely unwieldy, making it very ill suited for actual combat.
MLMV tug = A tug, also very ill suited for actual combat.

Weapons:
Jet launcher (Small) = Missile launcher with a short range weakly guided torpedo, regenerating missile.
Taala Laser (Small) = Laser with the tachyon lance EMP effect, to balance this it has worthless damage and range and you cant turn it.
Saala Laser (Small) =  Burst laser, good damage against shields and ok flux consumption, but no turning.
P9 Vulcan (Small) = Ballistic pd, just as the vanilla vulcan but with higher projectile speed, slightly more range, 3x normal energy cost and 1 more OP to fit.
SK-S Cannon (Small) = High damage full auto, high flux cost.
iV-Type Plasma blaster (Small) = An innaccurate weapon built for bigger ships, the intended purpose of this weapon is to act as a finisher of damaged ships.
Pexp Launcher (Small) = A low damage mini missile to keep point defences occupied and shields up.

Vaala Laser (Medium) = Burst laser with good damage against shields but very high flux cost.
P9 EX Burst Cannon (Medium) = High explosive slugger cannon.
P9 Double Vulcan (Medium) = Two Vulcans one mount.
SK-M Cannon (Medium) = High damage full auto, high flux cost.

SK-L Cannon (Large) = High damage full auto, really high flux cost, full auto pink Mjolnir basically.
T3 Cannon (Large) = Single shot proximity shells with really high kinetic damage, made to ruin (Tri Tach) shields.
T3 Support Cannon (Large) = Capital sized flak, enormus damage, enormus energy cost, no accuracy.
P9 High intensity laser (Large) = A better tracking HIL with slightly higher damage and worse energy efficiency.



To make it more easy to overview this faction, I made a list!

Pro:
Fantastic flux dissipation.
Good shield tanking towards few or single opponents.
Many universal hardpoints.
Will generally savage fleets that rely on beam weapons.

Con:
Generally low hp and armor.
Horrible flux cap, you will almost always need to spend lots of OP on flux capacitors, this also means ships will scale very well with fluxcap skills and mods.
Most ships are vulnerable to missiles and fighters due to lackluster point defence ability and/or huge size.
Shield tanking works fine but larger ships will always have a limited shield coverage. This makes them vulnerable to flanking.
While the crew requirements are generally low they also have no room for spare crew.
Bad cargo/fuel space, needs a hauler to tag along, and most P9 haulers are not good at actual combat.
The big dedicated hauler has 700 cargo space.
Low max flux levels restricts the type of weapons that can be used reliably.
Will get savaged by kinetic ballistic and high alpha weapons.




Credits:
As I'm helpless in front of java and cant program anything at all I stole every line, in every necessary file from mendonca (http://fractalsoftworks.com/forum/index.php?topic=161.0) and his "Junk Pirates" mod, so he should have creds for that, because without it I would only be able to move my spaceships around with the move tool in Photoshop, and that would be kinda pathetic wouldn't it...

Tartiflette also helped with setting up the jar file and everything fancy with the bouncy gel frigate.

SniZupGun made several gun-sounds for me.

Zaphide and Histidine for making my mod comatible with Exerelin/Nexerelin respectively.

I also bashed my ships together by taking some parts from Psiyon's (http://fractalsoftworks.com/forum/index.php?topic=347.0) free spaceship repository.

In addition to all of this I have cut and pasted lines of code from half a dozen other mods to create various content for this faction, including but not limited to Cycerin's BRDY and FlashFrozen's Neutrino so um, thank you all for either knowingly or unknowingly giving me that.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: haloguy1 on November 25, 2013, 04:56:15 PM
Nice mod going to try them out tomorrow.


Edit: tried them and i find them too weak for my taste but good things to look at and "shoot at" lol.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: NITROtbomb on November 25, 2013, 04:56:54 PM
the sprites look really good, but one thing is the glow from the ships that go past the ship bounds may not look good on the black background of space,
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: Zudgemud on November 25, 2013, 05:06:11 PM
the sprites look really good, but one thing is the glow from the ships that go past the ship bounds may not look good on the black background of space,

Well, that part with transparent glow on black did actually look good, what didn't look nice was that the automatic ship damage textures cover the whole sprite area, so even the glow parts gets scratches and dents... I'll try to fix that during the week.

Some feedback on playtesting of this mod would be nice later, so far I think I made them a bit too expensive for how fragile they are, especially since random collisions are a not insignificant cause of premature shipdeath, especially when piloted by the AI :)
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: Gotcha! on November 25, 2013, 06:00:07 PM
Grade A sprites. Nice work! :o
Edit: Maybe you can create some decorative mounts for those glows.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: NikolaiLev on November 26, 2013, 04:44:27 AM
Oooo!  I like these a lot!  They look to have extremely distinct gameplay to them.  I hope they get vanilla balanced, polished and fleshed out soon; I love seeing extremes in Starsector mods as most mods seem to hover around the Tri-Tachyon point of gameplay (high-tech, all around good).  There are few deliberately underpowered factions or just specialized factions.

Not to say they aren't, but I hope they're vanilla balanced.   ;D
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: HELMUT on November 26, 2013, 09:07:33 AM
I like the sprites as well, even though it's kinda weird that an abandoned Tri-tachyon colony managed to develop new ships with such alien design. I'll try it now.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: Zudgemud on November 26, 2013, 01:42:34 PM
I like the sprites as well, even though it's kinda weird that an abandoned Tri-tachyon colony managed to develop new ships with such alien design. I'll try it now.

Well, the idea is that they themselves developed this glowing ball reactor after they were shafted by Tri Tach, and made ships that utilized this tech while also making their ships resistant against the favored weapon type of Tri Tach, beams.

Also, regarding the balancing of the ships, for those of you struggling with keeping the suckers alive, try skilling up so that you can place 2x the normal amount of flux capacitors, it helps a lot. So far I think I will make all P9 ships cheaper, they go down in droves and are kinda expensive to run a fleet with since even minor collisions cause so much hull damage, and they sure do like to collide with each other. :P
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: NikolaiLev on November 26, 2013, 02:50:15 PM
I like the sprites as well, even though it's kinda weird that an abandoned Tri-tachyon colony managed to develop new ships with such alien design. I'll try it now.

http://tvtropes.org/pmwiki/pmwiki.php/Main/BellisariosMaxim

 ;)
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: HELMUT on November 27, 2013, 09:30:26 AM
Ok i played the campaign with them. That was pretty fun, i encountered some issues tough.

First of all, the shield for the ships is a bit short. I'm not talking about the shield radius but rather the proximity with the hull. For some reason, it happened some times that projectiles were able to hit my ship even though i was totally shielded. So increasing the size of the shield bubble should prevent that kind of bug.

Also some issues when your ship get hit, the damage sprite is all weirded up. I think it is due to the glow sprite of the purple ball.

Spoiler
(http://i.imgur.com/WzpTxVl.png)

(http://i.imgur.com/5G0Ead2.png)
[close]

Another thing, the slt-t2 and t3 large mounts are hidden mounts. Given that the "mount bit" appear without weapon but can still fire make me think it's not supposed to be hidden. It looks very weird with HILS firing.

Other than this, i don't think i saw any other "bugs".

Now for the balance, they seems balanced even though they are very deadly in the hand of the player, much less for the AI who don't grasp the lack of armor of the ships.

However i need to ask you to improve a bit the armor, from 5 to something like 15 or 20. I understand that the identity of the faction come from their paper armor, but gameplay wise, every single impact with ships or asteroids is a death sentence. For your flagship it is not that problematic, but for the AI controlled ship, it can be very frustrating to see your entire fleet explode because their bumped into that Talon wreckage. Also, at the beginning of the battle when your fleet use the travel drive, it is possible that an asteroid  happen to be on the way and colliding with one ship, which will very likely explode, and in the worst case, the explosion would cause a chain reaction with the rest of your fleet who can't raise its shield yet.

So yeah, just improve a bit the armor to avoid that kind of stuff. And even with 20 armor, they are still made of paper.

About the ships themselves. The Stress fighter is quite underwhelming. With only one ion cannon, it can't do much, i only use them as cannon fodder to keep enemy fighters busy (Talons are super scary when you play with P9). But i guess it's what it's supposed to be, and as the carrier that come with it is pretty much necessary anyway...

The Mite isn't really a useful ship in battle. It may be bloody fast but that's all it can do. The extra cargo/fuel space is very handy early game though but its usefulness fade later.

The RS however is much more efficient. It's fast, it has ECM to counter fighters and missiles. And when fitted with two AM blasters it can unleash hell on pretty much everything. Right now it is probably one of the best frigate in the game.

The Sike is also very powerful, i wasn't very impressed by its performance with the default variant loadout. I switched with pulse lasers, it have gotten much more deadly. Also work very well with Graviton or Phase beams.

Its cousin, the Sike-M however... I have no idea what to do with this one. With 6 built in annihilators it will kill more allies than enemies. Also as it is faster than the missile sit launch, it is very likely that is will blow itself up. It would work infinitely better if the 6 mounts weren't built in. Right now, it is the unwanted child of the family. By the way, the weapons positioning is aligned with the rest of the ship.

For a long while i hated the sl-t2, mainly because of its 180° shield. The front shield emitter is a must have for this one. Otherwise it is a very, very good ship, even better in my eyes than the sl-t3. The thing that make it so good is the weapon arc, it can't handle two plasma cannons but just with one it's already better than its brother. The slt-3 have more OP available (it don't need front shield emitter) but the built in plasma cannon can turn a single degree. The two smalls mounts are handy but i think they aren't worth the second large mount of the sl-t2. Add a plasma cannon with a HIL and it's all around better (will run very hot though), or just replace the HIL with a large missile launcher.

The Tick is slow as hell, i tried to find some use in battle for them but they don't even have the shield power to be a good tank. So for now, they just sit on the other side of the map, resupplying the fighters.

But yeah, basically there isn't much things to change, that seems good. Something you could do would be to remove the purple orbs in your sprites and replace it with a decorative weapon. By doing this you could add some cool details (glow, lightning, whatever you want) and also avoid the damage sprite splurge i talked earlier.

In conclusion, that's a very good first attempt at modding, good job!

Edit: holy crap, i posted such a massive wall of text!
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1)
Post by: Zudgemud on November 27, 2013, 12:38:34 PM
Ok i played the campaign with them. That was pretty fun, i encountered some issues tough.

First of all, the shield for the ships is a bit short. I'm not talking about the shield radius but rather the proximity with the hull. For some reason, it happened some times that projectiles were able to hit my ship even though i was totally shielded. So increasing the size of the shield bubble should prevent that kind of bug.

Also some issues when your ship get hit, the damage sprite is all weirded up. I think it is due to the glow sprite of the purple ball.

Spoiler
(http://i.imgur.com/WzpTxVl.png)

(http://i.imgur.com/5G0Ead2.png)
[close]

Another thing, the slt-t2 and t3 large mounts are hidden mounts. Given that the "mount bit" appear without weapon but can still fire make me think it's not supposed to be hidden. It looks very weird with HILS firing.

Other than this, i don't think i saw any other "bugs".

Now for the balance, they seems balanced even though they are very deadly in the hand of the player, much less for the AI who don't grasp the lack of armor of the ships.

However i need to ask you to improve a bit the armor, from 5 to something like 15 or 20. I understand that the identity of the faction come from their paper armor, but gameplay wise, every single impact with ships or asteroids is a death sentence. For your flagship it is not that problematic, but for the AI controlled ship, it can be very frustrating to see your entire fleet explode because their bumped into that Talon wreckage. Also, at the beginning of the battle when your fleet use the travel drive, it is possible that an asteroid  happen to be on the way and colliding with one ship, which will very likely explode, and in the worst case, the explosion would cause a chain reaction with the rest of your fleet who can't raise its shield yet.

So yeah, just improve a bit the armor to avoid that kind of stuff. And even with 20 armor, they are still made of paper.

About the ships themselves. The Stress fighter is quite underwhelming. With only one ion cannon, it can't do much, i only use them as cannon fodder to keep enemy fighters busy (Talons are super scary when you play with P9). But i guess it's what it's supposed to be, and as the carrier that come with it is pretty much necessary anyway...

The Mite isn't really a useful ship in battle. It may be bloody fast but that's all it can do. The extra cargo/fuel space is very handy early game though but its usefulness fade later.

The RS however is much more efficient. It's fast, it has ECM to counter fighters and missiles. And when fitted with two AM blasters it can unleash hell on pretty much everything. Right now it is probably one of the best frigate in the game.

The Sike is also very powerful, i wasn't very impressed by its performance with the default variant loadout. I switched with pulse lasers, it have gotten much more deadly. Also work very well with Graviton or Phase beams.

Its cousin, the Sike-M however... I have no idea what to do with this one. With 6 built in annihilators it will kill more allies than enemies. Also as it is faster than the missile sit launch, it is very likely that is will blow itself up. It would work infinitely better if the 6 mounts weren't built in. Right now, it is the unwanted child of the family. By the way, the weapons positioning is aligned with the rest of the ship.

For a long while i hated the sl-t2, mainly because of its 180° shield. The front shield emitter is a must have for this one. Otherwise it is a very, very good ship, even better in my eyes than the sl-t3. The thing that make it so good is the weapon arc, it can't handle two plasma cannons but just with one it's already better than its brother. The slt-3 have more OP available (it don't need front shield emitter) but the built in plasma cannon can turn a single degree. The two smalls mounts are handy but i think they aren't worth the second large mount of the sl-t2. Add a plasma cannon with a HIL and it's all around better (will run very hot though), or just replace the HIL with a large missile launcher.

The Tick is slow as hell, i tried to find some use in battle for them but they don't even have the shield power to be a good tank. So for now, they just sit on the other side of the map, resupplying the fighters.

But yeah, basically there isn't much things to change, that seems good. Something you could do would be to remove the purple orbs in your sprites and replace it with a decorative weapon. By doing this you could add some cool details (glow, lightning, whatever you want) and also avoid the damage sprite splurge i talked earlier.

In conclusion, that's a very good first attempt at modding, good job!

Edit: holy crap, i posted such a massive wall of text!

Love you for doing this!

I'll fix the shields to be a bit more generous, your observation is totally correct, on some ships the corner of some bounds are slightly outside the shield.

In regards to the sprite and the glow stuff, I'll remove the glow and hopefully be able to replace it with some glow mount, it's on my todo list.

The mounts were actually intended to be hidden, though mainly on the t3, but I can change that on the t2.

Will increase the armor.

The Stress fighter was made to be a distraction with a disable, I really wanted to make a gun of my own for it, like a slow fire flak cannon with EMP aoe, the gun right now is a more of a placeholder, but I agree, it is useless now.

The Mite is supposed to be underwhelming in combat (though with an AM blaster it hurts quite a lot in player hands), it is a hauler that can act as light support frigate for your early fleet, like a lower damage hound.

The RS seem to be pretty OK, maybe a bit OP, but it seems to perform the role I intended for it.

For the Sike I have thought of replacing the heavy blasters with something like heavy maulers or similar, as the blasters are simply too cap hungry to feed. I have earlier passed over the mounting of beams, the problem is that I'm afraid it might work a bit too well with them if I put in on the factions ships as the AI seems to be really good at using beam weapons to keep range and be a ***.

Sike-M is a turd right now, what I wanted from the ship was for it to rain down a constant barrage of really fast no guidance rockets to keep PD weapons busy, and I intend to try and make this happen by making my own version of that weapon, might still be terrible though but I don't know until I have tried it! Until I have made this I should probably simply make the slots open missile slots as you suggested.

The SL-T2 (like most P9 ships) works best with continuous fire weapons like beam weapons or autocannons, anything that fires in bursts or has long reload times will top the flux too fast.

The SL-T3 is supposed to have it's own custom gun, I was thinking a capital sized flak cannon with energy damage. The current plasma thrower is a stopgap solution that I chose because I thought the projectiles matched the P9 colors ;D

The Tick is slow as hell and has no weapons, this was intentional so that if you want to utilize it in combat to supply fighters, you will have to make sure it stays out of combat or else it dies. Maybe I'll make it a bit faster but I also want it to be a guaranteed reward for any eventual chase battle that you do, because obviously most of the frigates will simply evade your forces with their speed.

Again, I love any feedback given! Even if you would tell me it is all crap!


Edit: Fixed the shields, armor and Sike-M according to what was suggested above, new download in the link above.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1.1)
Post by: NITROtbomb on November 28, 2013, 02:57:17 AM
yeah what i think i meant was the damage making the glow very weird, so the decorative weapons are a must. 
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.1.1)
Post by: Zudgemud on December 01, 2013, 03:24:02 PM
yeah what i think i meant was the damage making the glow very weird, so the decorative weapons are a must. 

I updated the mod with some stuff, some of the stuff I fixed was giving the Sike ships a better glow effect that should not interfere with the damage model, however the decorative mounts that I fixed that with looks dumb in the fitting screen, so I'm holding off on changing this on all other ships until I figure out what makes the fitting screen so annoying.

Also, in addition to this I added 3 faction specific guns and special snowflake phase cruiser which is fun but dangerous to fly (go berserk with any weapons you like but oh god don't let the enemy swarm you).
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.0), Soon Exerelin Compatible
Post by: Zudgemud on December 14, 2013, 10:00:29 AM
Added lore, and the Spore, which is a tiny frigate, for all your fighter flying needs!

(http://i.imgur.com/zJodEX1.png)

In non rhyming news I also updated the texture of the Korlo-SKT and arranged some stuff so that my mod will be compatible with the next Exerelin relese.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.0), Soon Exerelin Compatible
Post by: HELMUT on December 20, 2013, 06:30:28 AM
Sad there is not more feedback for this mod, it's pretty fun.

The Korlo is quite a weird beast. A phase ship without armor? Never put this in the hands of the AI. It's pretty damn deadly when armed with the STK cannon, you can unleash a constant stream of bullets at ludicrous range. You can potentially take down pretty much anything with it, as long as you don't get too close of course.

The Sike-M is now better but still suffer from the friendly fire of its own missiles. letting the AI control this one is absolutely out of question. Also projectiles happen to go through the shield of this ship a lot, haven't really tried other ships since then.

I look forward for the Exerelin compatibility

Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.0), Soon Exerelin Compatible
Post by: Zudgemud on December 25, 2013, 06:07:18 PM
Sad there is not more feedback for this mod, it's pretty fun.

The Korlo is quite a weird beast. A phase ship without armor? Never put this in the hands of the AI. It's pretty damn deadly when armed with the STK cannon, you can unleash a constant stream of bullets at ludicrous range. You can potentially take down pretty much anything with it, as long as you don't get too close of course.

The Sike-M is now better but still suffer from the friendly fire of its own missiles. letting the AI control this one is absolutely out of question. Also projectiles happen to go through the shield of this ship a lot, haven't really tried other ships since then.

I look forward for the Exerelin compatibility



Tiny update, fixed the Sike-M rocket pods, now the rockets wont collide with the launching ship any more as the rocket launch velocity is now higher than the maximum speed of the launching ships (I couldn't figure this out before, I'm dumb), new download in OP.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.1), Soon Exerelin Compatible
Post by: HELMUT on December 29, 2013, 08:12:12 AM
Got this bug with newest version.

Code
8067 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.null.super(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Played a bit more against them (on the previous version). They always lose one or two ships before i can engage them, probably due to their very high-speed. Speaking of speed, the 8 burn from their ships is insane, i just can't catch any of their fleets, it can very frustrating. Almost suicidal too to enter their system if they are hostile, one of the big fleet can catch you as easily as a scout team.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.1), Soon Exerelin Compatible
Post by: Zudgemud on December 29, 2013, 05:06:17 PM
Well this is probably since I relabeled ships to avoid mod conflics, so I guess it is not save compatible :-\

And the thing with ships popping before you see them in game is most likely because of them hitting asteroids while in travel dive and I dont know how to fix that without simply buffing hp or armor.

Regarding the travel speed I agree that its annoying, and I'm thinking of nerfing it with the addition of a 6 burn troop transport that I made for exerelin.
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.1), Soon Exerelin Compatible
Post by: Zaphide on January 04, 2014, 07:57:43 PM
I also got a load error with the latest version:

Code
 13367 [Thread-9] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [pn_valkyrie] from ship_data.csv not found in store
 13456 [Thread-9] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
 java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
at com.fs.starfarer.loading.OooO.super(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:695)

I believe the issue is you pn_valkyrie.ship file lists the hullId as 'valkyrie' rather than 'pn_valkyrie' :)
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.1), Soon Exerelin Compatible
Post by: Zudgemud on January 06, 2014, 01:12:32 PM
I also got a load error with the latest version:

Code
 13367 [Thread-9] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [pn_valkyrie] from ship_data.csv not found in store
 13456 [Thread-9] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
 java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
at com.fs.starfarer.loading.OooO.super(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:695)

I believe the issue is you pn_valkyrie.ship file lists the hullId as 'valkyrie' rather than 'pn_valkyrie' :)

Yup, right you are!

This is now fixed and the new download is available in the OP, and that version will also be compatible with the next exerelin release, and sadly I don't think it is save compatible with older versions.

I'm working on my first ship system too, a phasecloak that sends out an EMP pulse when entering phase woooo. And it almost works too, almost...
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.1), Soon Exerelin Compatible
Post by: Garmine on January 12, 2014, 06:18:26 AM
Hi!

The mod looks for the file 'sike.png', while it's called 'Sike.png'. Just a tiny miscapitalization that will cause issues on Linux.

And you still have a valkyrie.ship in pn/data/hulls/ which have caused this error (for me at least):

324935 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [valkyrie] variant [valkyrie_Elite]: slot id [WS 001] not found for weapon [lightdualmg]
java.lang.RuntimeException: Ship hull [valkyrie] variant [valkyrie_Elite]: slot id [WS 001] not found for weapon [lightdualmg]

Removing that file fixed it. :)
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.1), Soon Exerelin Compatible
Post by: Zudgemud on January 12, 2014, 12:27:10 PM
Hi!

The mod looks for the file 'sike.png', while it's called 'Sike.png'. Just a tiny miscapitalization that will cause issues on Linux.

And you still have a valkyrie.ship in pn/data/hulls/ which have caused this error (for me at least):

324935 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull [valkyrie] variant [valkyrie_Elite]: slot id [WS 001] not found for weapon [lightdualmg]
java.lang.RuntimeException: Ship hull [valkyrie] variant [valkyrie_Elite]: slot id [WS 001] not found for weapon [lightdualmg]

Removing that file fixed it. :)

Thank you very much for pointing that out, it is not corrected.


With the new Exerelin release I also added a fresh update, this should fix the afromentioned bugs and add a new destroyer with a novel ship system, a phase ship that unleashes an EMP wave as it goes into phase. Hope you enjoy playing around with that :)

New ship:
(http://i.imgur.com/BONSmbf.png)

Banana for scale:
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcT_A_gEB3nuGSU5SxOil-FCgWZDeJHPNVW47hnBgk4baK547gD0)
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.2), Exerelin Compatible
Post by: HELMUT on January 12, 2014, 02:01:54 PM
That's one huge destroyer, very nice sprite though. By the way, did you tried to make a glow animation for orbs things?
Title: Re: [0.6.1a] The P9 Colony Group - Faction mod (v0.3.2), Exerelin Compatible
Post by: Zudgemud on January 19, 2014, 02:51:01 PM
That's one huge destroyer, very nice sprite though. By the way, did you tried to make a glow animation for orbs things?

Thanks, I also think it came out pretty ok. :) I too was unsure of what to classify it as, since it would either be a really small cruiser or a big destroyer, I don't really have feeling on what would fit it best balance wise though.
While the animation of all glowing cores would be great I guess it might also take a toll on weaker systems, especially as I would suck at optimizing such stuff, will think about it though.

Regarding the update;
Some changes to CR to make it more like vanilla 0.6.2, basically cut deployment and recovery in half. Also updated the look of the Korlo-SKT and the Tick, both look different now and the Tick also gained a phasecloak, which still makes it useless in any combat but hey, a hauler with phasecloak. Also added a heavy defensive fighter, which acts basically a pointdefence turret with a teleport.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.3), Exerelin Compatible
Post by: HELMUT on January 20, 2014, 06:57:27 AM
Not that much cpu intensive i think. Otherwise you can make like others modders did, you use the engine glow for your orbs.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.4), Exerelin Compatible
Post by: Zudgemud on January 25, 2014, 05:16:20 PM
I cant stop bloating my faction with ships :(

Added a new cruiser, the Kaala. In player hands it can cut through most enemies with it's beam charge shipsystem. Sadly the computer cant use it as anything else than a sheildtank because I have no idea to edit this behavior.

(http://i.imgur.com/8BjGhEO.png)

Patch notes.
Added the Kaala, a sheildtank cruiser with a special shipsystem that fires a devastating central beam while also charging forward.
Nerfed the Stress fighter by removing the rocket spam and replaced it with a short range emp.
Upped the energy cost for the T3 cannon.
Made the T3 cannon shots more visible.
Upped the energy cost and gave a slight damage bonus to the SKT cannon.
Buffed the damage of the Cyz emp phase system.
Removed some pink from most visual effects.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.4), Exerelin Compatible
Post by: Lolpingu on January 31, 2014, 05:12:44 AM
The Kaala looks devastating, though I think the "blade" parts could use just a little more detail.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.4), Exerelin Compatible
Post by: HELMUT on January 31, 2014, 07:20:50 AM
Yeah, the blades are a bit too clean, it feel weird. You can use some "soft" greebling to detail it a bit more, like this (credit to Sundog). That way you can keep the smooth impression with additional details.

(http://i.imgur.com/kvyHL0U.png)

Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.4), Exerelin Compatible
Post by: Zudgemud on January 31, 2014, 10:48:19 AM
The irony here is that i already have that version with  sectioned armorplates at home, but in the very end I decided against it since I liked the raw armor plates version slightly slightly more :P
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.4), Exerelin Compatible
Post by: Sleepyfish on January 31, 2014, 11:41:33 AM
Because armor plates are so expensive to make that large, make it cost something ridiculous!
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.4), Exerelin Compatible
Post by: Zudgemud on February 08, 2014, 04:09:05 PM
Update!
Spoiler
(http://i.imgur.com/RnL2pSk.png)
[close]

Added:

1 ship.
Spore mk II = Space-gocart deluxe, will run circles vs everyone 1vs1 but cost as much as a cruiser to deploy, also very bad at bumpercars.

6 more guns, most with really high flux consumption.
Small:
Taala Laser = small laser with the tachyon lance EMP effect, to balance this it has worthless damage and range and you cant turn it.
Saala Laser = small burst laser, good damage and ok flux consumption, but no turning.
P9 Vulcan = small ballistic, just as the vanilla vulcan but with 60% more projectile speed, slightly more range, 3x normal energy cost and 1 more OP to fit.

Medium:
Vaala Laser = burst laser with good damage but very high flux cost.
P9 Burst-mauler = Heavy mauler with double burst shots for more damage, worse accuracy, damage per shot and flux efficiency.
P9 Double Vulcan = Two vulcans one mount.

Changes:
Updated the looks of the Kaala.
Changed the Kaala ship system by making the charge effect much longer and the cooldown longer, now ships in its way will die when charged (if you charge the wrong things you will also die though).
Nerfed the T3-cannon by increasing the flux cost even more, was simply too fabulus.
Updated several ship variants to use the new guns.

Also made a new faction file for exerelin to include the Spore mk II.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.4), Exerelin Compatible
Post by: HELMUT on February 08, 2014, 04:21:28 PM
I tried the Kaala in the previous version. Seems pretty powerful, it slaughter targets smaller than you but will get crushed against something of equal size or bigger. Not sure about the added lines on the armor, but still better than the previous one.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.4), Exerelin Compatible
Post by: Zudgemud on February 08, 2014, 04:41:12 PM
Well if people think the Kaala is too good I'll just bash it a bit with the nerf hammer. I'm personally pretty OK with it's balancing atm, but this might also be because I'm terrible at using it since I keep jumping into the thick of the fight and dying. :(
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.6), Exerelin Compatible
Post by: Zudgemud on March 07, 2014, 12:31:17 PM
The Taala laser needs a little range increase.  I see what you're trying to do with it but I think the range could be 100 or even 150, this would let it be usable without being imbalanced.  At the moment, it's so short that most ships can't use it at all, because it doesn't extend all the way outside of the ship, much less the shield.  Even on something as small as the RS it's not usable, much less any vanilla ship.  As it is it only works when you literally ram the enemy which is suicide for practically any ship in your faction.
They are supposed to require the Advanced Optics hullmod to work effectively.

Quote
As for vanilla usability, I love the P9 Vulcan as an upgrade to the regular Vulcan, my Lashers love the distance increase.  It's also significantly better PD than the regular Vulcan when manually controlled, that projectile speed increase really makes a difference against Salamanders in particular.  I'm not yet sure if it's "good" or "too good" yet but I'll keep testing.  There is a problem, though, it's not set to "Point Defense" so it won't automatically attempt to shoot at missiles.
It is set to point defense so it will shoot missiles on its own, but it does not have the assigned tag to make this clear to the player. This is fixed in the latest version. I also upped the energy cost a bit.

Quote
The only thing I actively dislike about your faction is the fleetwide Burn Speed of 8.  I understand that your faction is meant to be very high speed, low armor, precision-strike-then-get-away strategy, but I can't catch any of their fleets in campaign mode to have some good fights with them.  I have to create a special fleet designed just to be able to catch P9 fleets before I can fight them at all, so I'm not really getting a good idea of how they perform in combat against vanilla.

I'm trying to move away from the "superfast everything + EMP damage" of the current faction setup, so this issue will also get revisited as this includes tweaking down the burn speed of several ships.

As for other things I'm working on for the next release:
Right now I intend to make the faction more dependent on dedicated "disabler ships" to incapacitate the enemy, and have fragile and fast DPS ships to kill whatever gets disabled. So far only the Stress fighter and a new Capital ship are built to be dedicated disabler, and I might add a destroyer sized disabler too, the three ships that currently have the EMP shipsystem are getting other shipsystems that does not incapacitate enemy ships.

This is a new Capital ship, the enormous laser is movable and rotates around the central command bridge. It is big, expensive and slow, lacks good offensive weapon slots or turret layout and has a tough frontal shield with poor coverage. The main selling point of this ship however, is *surprise surprise* the huge laser. The laser will overload any shield and then riddle it's target with EMP, basically doing no damage itself and just incapacitating it's target. One on one it can slowly slowly solo any ship without the speed or ability to get around it, but as soon as you have two opponents or more it dies really fast without backup since it's fat and unagile while only having a fixed forward shield. It's role on the battlefield is to incapacitate the biggest threats while fragile DPS ships such as the Sike and the Korlo can hopefully eat up the smaller stuff.
(http://i.imgur.com/oCR10cX.png)

I'm also making some custom sounds for the various guns and shipsystems etc, though I must admit it's really hard to not make them sound like crap :(
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.6), Exerelin Compatible
Post by: HELMUT on March 08, 2014, 08:57:33 AM
That's quite a big baby you got there, bigger than an Onslaught. Your spriting definitely improved since you started this mod. However isn't the left side darker than the right side? It may be my screen doing weird tricks to me again though. If not, would be a good idea to rotate the ship to be more in harmony with Starsector usual lightning.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.6), Exerelin Compatible
Post by: Zudgemud on March 09, 2014, 01:45:12 PM
I think it might be your screen that is a bit funny then, as I built the two sides from the same cloned half, lore-wise it is supposed to be a pimped version of the Paragons "Onslaught  like" predecessor, which is why it has that Onslaught like shape. Regarding the art style I didn't put much effort into the ships at the start, just cloned and kitbashed to get something usable, but as I now fiddle with this mod to relax after work I started putting more time into the sprites too. For the next release I'm also updating the sprites on most older ships, like the Tick and the Sike, which I still hate the look of.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.6), Exerelin Compatible
Post by: Zudgemud on March 26, 2014, 03:44:06 PM
Will most likely release the next version tomorrow... without custom sounds for everything though, I apparently suck at this sound making stuff.
As for changes I just changed the Spore MkII to a divebomber, feels pretty awesome to play so far!

Also, no matter how much I polish the look of the Tick it just keeps being a turd :'(
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.6), Exerelin Compatible
Post by: Zudgemud on March 30, 2014, 05:35:40 AM
Major update
You can download it here or in the OP (http://www.mediafire.com/download/c55ekmk825whbj7/pn28.rar)

Changes
Added the Samaa-DSI capital ship, made to tank and to disable enemy ships.
Some graphical overhaul on all ship sprites.
RS: Changed the RS shipsystem to an EMP drone, nerfed the speed.
Sl-t2: Changed ship system to frag charge missile defence.
Spore-mkII: Nerfed the speed, changed the two hardpoints to fixed vulcans, gave it a short burndrive and a couple of bombs, now you can play it as a dive bomber!   
Sike: Slight buffs overall
Sike-M: Changed the ship system to a fortress shield and to make it more of a useful distraction.
Mite: Removed the EMP ship system and added a fabulous flare system that gives you a massive speedboost while plopping out a trail of chaff, no steering so aim away from enemy ships...
Tick: Changed ship system to a swarm of weaponless sensor drones. Now it is still harmless but can be used to keep track of the battlefield from the sidelines.   
Added custom sounds for several guns and ship systems.
Added a mission, mainly for my own testing purposes but it's a pretty decent introduction on how to use the new capital ship.

Sadly this patch is not savegame compatible.


Here are the updated ship sprites.
Spoiler
Fighters
(http://i.imgur.com/avqui4X.png)

Frigates
(http://i.imgur.com/V33aOCu.png)

Destroyers
(http://i.imgur.com/vMUqmOn.png)

Cruisers
(http://i.imgur.com/3eH36HG.png)

Capitals
(http://i.imgur.com/DzQ5wRN.png)
[close]
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.6), Exerelin Compatible
Post by: Zudgemud on April 05, 2014, 03:03:45 PM
Woops, I had forgot to update the Exerelin faction shipfile and the mod version number, fixed in OP.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.7), Exerelin Compatible
Post by: HELMUT on April 22, 2014, 04:06:37 PM
Tried to make a carrier based fleet, didn't went very well.

The Stress, while ungodly annoying, isn't actually dealing any form of damage. Good support but definitely not a backbone ship.

The Saksh system seems broken, only one turret is actually teleporting around. The two other usually ends up lost in space.

Couldn't find a MLMV, so don't know what it does.

Would be cool to also have a proper carrier. The Tick isn't really good for this, its phase cloak can't save it very long against enemy fighters, once it overload, it die to absolutely everything.

But the main problem with P9 is the collision damage. It may be an asteroid or a ship derelict, in both case your fleet seems very determinate to crash their own ship to death. There must be a way to avoid that big problem, especially at the start of the battle with the travel drive. Tecrys managed to make his BGE ships very resistant to collisions, maybe you could use the same trick for P9? I don't know how it work but currently P9 is borderline un-playable due to this problem so it badly need something to fix it.

Edit: By the way, WTF?

Spoiler
(http://i.imgur.com/bCTPzQx.png)
[close]
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.7), Exerelin Compatible
Post by: Nanao-kun on April 22, 2014, 04:28:58 PM
Looks like a joke ship.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.7), Exerelin Compatible
Post by: JDCollie on April 23, 2014, 01:42:37 PM
Man, after playing against P9 in Exerelin, I understand what you were talking about with their fleets needing to work together to succeed. Individually P9 ships are almost universally a joke, but there are a huge number of very lethal combinations I have encountered.

In particular, the shield tankers (especially the aptly named "distraction" fighters) when combined with the phase-strike ships are a pain to deal with. Unless I am personally commanding the ships in question, my fleet will take a horrific beating in such a situation.

Also, there is a special place in hell for you for creating the Cyz-CHP. That thing feeds on my tears.  :'(


That being said, P9 ships still feel far too squishy. (With the exception of the CHP, which should go die in a fire) One wrong move, and they melt as if their armor were literally made of butter. I know the P9 are focused around group tactics, but ships like the Korlo still need something to help them against ships with multiple firing arcs. Hell, even PD weapons can deal significant damage at the moment. Maybe some locational heavy armor, such as only on the front "arms" of the ship would help?


The Samaa DSI needs a bit more visual feedback on the EMP beam weapon; I couldn't even tell when/if it was firing half of the time I was fighting it.



Overall though I am very excited to see where this mod goes. It has a fantastic and distinct feel to it, both visually and playstyle wise. Keep it up, man!   :D
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.7), Exerelin Compatible
Post by: Zudgemud on August 04, 2014, 10:30:57 AM
Had quite the hiatus from modding, too much stuff at work but now since I'm on vacation I can fiddle with this as much as I want!

Tried to make a carrier based fleet, didn't went very well.
I dont plan to make this faction more fighter heavy, but i might add some extra carrier and/or fighter at a future date. I thought about adding some fighter to do point defence though.

But the main problem with P9 is the collision damage.
I fixed this by setting ship weight to something absurdly low, the bad side is that the "impact" factor present in much PD weapons now is pretty good at messing with all P9 frigates, might keep it like that, works as a nice counter to their speed. 

Edit: By the way, WTF?
Spoiler
(http://i.imgur.com/bCTPzQx.png)
[close]
Joke ship, I added a much cooler one for the coming patch. :)


Man, after playing against P9 in Exerelin, I understand what you were talking about with their fleets needing to work together to succeed. Individually P9 ships are almost universally a joke, but there are a huge number of very lethal combinations I have encountered.

In particular, the shield tankers (especially the aptly named "distraction" fighters) when combined with the phase-strike ships are a pain to deal with. Unless I am personally commanding the ships in question, my fleet will take a horrific beating in such a situation.

Also, there is a special place in hell for you for creating the Cyz-CHP. That thing feeds on my tears.  :'(
I actually really dislike the Cyz, and I might rework it somehow next, so in time you will probably get rid of the current version.

That being said, P9 ships still feel far too squishy. (With the exception of the CHP, which should go die in a fire) One wrong move, and they melt as if their armor were literally made of butter. I know the P9 are focused around group tactics, but ships like the Korlo still need something to help them against ships with multiple firing arcs. Hell, even PD weapons can deal significant damage at the moment. Maybe some locational heavy armor, such as only on the front "arms" of the ship would help?
I changed the missile spewing Sike-M to a sheild tanker. Also, the general durability of P9 ships went up by quite a lot when I reduced collision damage and added an extra sliver of armor on the ones most prone get infected with sudden explosion syndrome...

The Samaa DSI needs a bit more visual feedback on the EMP beam weapon; I couldn't even tell when/if it was firing half of the time I was fighting it.
Gave the gun an appropriate animation, the problem is if you are too far away that you wont see that or hear the chargeup sound, dont really know how else to make the beam maxima more visible though.

Also, I'm glad you enjoy the mod :)



In the coming version I have so far added two ships and some small and medium guns. The ships are one supercapital (Samaa-EBM) and one cruiser (Silverfish-MPK).

The Saama-EBM is a pretty bog standard supercapital. It's "thing" is big magazine size and (if I get it to work) a minor medium gun damage bonus.
Spoiler
(http://i.imgur.com/1n0qhGP.png)
[close]



The Silverfish is a moderately durable armor tanking cruiser, the main features is its armor regeneration and speedburst cloak, it can only mount small guns and have a range penalty though.
Spoiler
(http://i.imgur.com/Zqf84fw.png)
[close]


I also made a lot of tweaks to several ships to make them more durable or handled better by the AI, and I doubled the deployment timer for some frigates to make them less gimp in the players hands.

The things left for the patch atm is basically making (non-crap) custom sounds for everything... I find this is pretty hard though :(
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.7), Exerelin Compatible
Post by: HELMUT on August 04, 2014, 12:58:28 PM
Quote
I dont plan to make this faction more fighter heavy, but i might add some extra carrier and/or fighter at a future date. I thought about adding some fighter to do point defence though.

For now the Stress can't do nothing on its own and the Saksh turret was bugged when i played it. The last one is some kind of mining drone i think? Can't do much with those currently, at least one multipurpose fighter would help a lot.

Quote
I fixed this by setting ship weight to something absurdly low, the bad side is that the "impact" factor present in much PD weapons now is pretty good at messing with all P9 frigates, might keep it like that, works as a nice counter to their speed. 

Thanks god! Collisions were really breaking this mod. At least it will be playable now. Just have to be careful of graviton beams.

Also your two new ships are very impressive! Especially the Silverfish. I'm not that convinced by reusing the Saama's butt for the EBM variant, even though they are apparently from the same family. At least some little details to differentiate it from the original?

Oh and i love the black tubes thingies at the front.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Exerelin Compatible
Post by: Zudgemud on September 23, 2014, 04:55:39 PM
Major update!

Did lots of rebalance and various buffing (and now all ships wont vaporize when touching an asteroid) added proper in game info for everything and a couple of portraits, also added the following.

Fighters
Spoiler
Made of murder and terror.
(http://i.imgur.com/A9qFrqI.png)
[close]

Cruisers
Spoiler
The carrier poops infinite longrange probes/missiles!
(http://i.imgur.com/tgBZo79.png)(http://i.imgur.com/SHYCmqB.png)
[close]

Capitals
Spoiler
Pretty normal slugger.
(http://i.imgur.com/yrOce6O.png)
[close]

Guns
Spoiler
Small
(http://i.imgur.com/jrWmmNJ.png)
(http://i.imgur.com/qnD9d6P.png)

Medium
(http://i.imgur.com/RSqQ6fa.png)

Large
(http://i.imgur.com/rcuFjSb.png)
(http://i.imgur.com/0uDXMQH.png)
[close]
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.7), Exerelin Compatible
Post by: Nanao-kun on September 23, 2014, 05:55:05 PM
The size difference between both "Cruisers" is quite the sight.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.7), Exerelin Compatible
Post by: Zudgemud on September 24, 2014, 12:32:37 AM
The size difference between both "Cruisers" is quite the sight.

Well one of them is really big for it's class at 38000 pixels (mainly long really, width smaller than a dominator) and could be a supercapital if it was actually as powerful as a supercapital, the smaller carrier sits on the smaller end of cruisers at 22000 pixels, but is still larger than all vanilla destroyers (which caps out at 13000 pixels) and about as big as a dominator in all dimensions, but at pixels it is just 1000 pixels smaller than either the apogee or the aurora.

Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: HELMUT on September 28, 2014, 03:06:34 PM
Okay so i played the campaign a bit with them. It's better but we're not quite there yet, lot of stuffs will need some change.

The Sike is probably the best frigate in the faction (in the game?) to start with due to its incredible mobility, firepower and flux venting. Thanks god it's limited by the very short peak performance otherwise you would be able to take down fleet of cruisers just with it. It's not that great with the AI as i saw it being piloted extremely aggressively just to die stupidly to the first enemy. Also i'm a bit worried of the possibilities to make it a monster missile boat with the 3 universals, i haven't tried but it could ends up very broken.

The Sike-M however is much more AI friendly thanks to the fortress shield. The missiles spam can be bothersome as it can lead to a lot of friendly fire, rockets should self destruct immediately after they run out of fuel. Another thing is that the Sike-M tend to hug very closely enemy targets (i think i heard missile only loadout caused this) and it prevent other allied ships to fire to not damage the Sike.

Also for some reasons sometimes it refuse to raise its shields against fighters, which lead an otherwise tanky frigate to die very fast.

I haven't found a use for the Spore MK.I and MK.II, nor for the player or the AI. Way too fragile, way too expensive. As fighters? Yeah, probably. As frigates? Nope.

Not much to say about the Mite hauler, it's indispensable for the cargo space but otherwise useless on the battlefield.

For the destroyers, there is no point taking the SL-t2 where you can have the infinitely superior SL-t3. The t2 usually lack the flux to properly use its twin large weapon (vanilla guns work quite well though) and you also must take the expanded shield hull mod as the standard 180° shield arc is usually a death sentence for a P9 ship.

The t3 however is much more balanced, the main gun still rock faces and the two small mounts can be used for a variety of roles. The main gun being built in and the original 360° shield leave quite a lot of OPs to make it quite a beast.

The Cyz-C is tricky to use and somewhat unfair to the enemy. The phase emp can wreck any ships quite easily but it's not bug free as it happened to see the game freeze when i used the cloak, no error logs, just the game suddenly freezing and crashing. Also on some occasions the ecm cloak was damaging me, no idea why or how it happened. I'm not sure what the very short ranged P9 Taala laser is supposed to do either.

Cruiser wise, the Tick gained 2 launch bays, hurray? Not that much because it now become better than the dedicated Cimex carrier. Sure it's completely unarmed but the Cimex ain't' exactly very armed either. Plus more cargo, cheaper etc... It lack the long range support of its militarized variant but still fill extremely well its carrier role.

Couldn't properly use the Korlo-SKT. As the player flagship you can have a long range artillery platform that can cloak. In the hand of the AI however? It's a flying Pinata, incredibly vulnerable to everything, fighters and missiles especially will murder it instantly.

The Kaala lancer isn't as worthless as the Korlo but is still a very hit or miss cruiser. It's quite incredible against big targets but utterly useless otherwise and while it's not as fragile as other P9 ships, it's still a glass cannon and the close range fight where it can perform will expose it to a lot of incoming fire.

The Silverfish doesn't perform incredibly well either. I see the idea of "diving" past the enemy ship and quickly turning around to shell its engines. It share the same problem with a lot of P9 ships, it will fail a lot with the AI. Most of the time, the Silverfish use its "cloaked drive" but will stop just in front of the enemy ship rather than going behind it.

For the capital ships, they are probably the only ships you can entrust to the AI without worrying too much about their fate. They have "very" tanky shields and relatively safe unless they're being flanked. The EBM variant is without a doubt the most balanced one because it will deal reasonably well against any threats. It's still extremely strong (it can wreck nearly anything in 1v1, expect some "trickster" ships) at a pretty cheap cost for a capital ship.

The DSI however seems kinda broken. It's tachyon ray can insta-overload anything it fire at, fortress shield or not. Granted that's the only thing it can do but still!

I haven't tried the fighters yet.

For the weapons, i'm a bit skeptical about some of the "converted vanilla" guns, like the P9 burst laser and HIL which offer nearly identical stats from the originals, is it really needed? For the other guns however i haven't seen too much broken stuff. The audio is very loud for the sks and t3 cannon and the noises overall are a bit underwhelming, you should send a pm to SniZupGun to see if he can help you about it.

That's all i noted for now but there's probably more. The main problem with P9 is that their ship are overly specialized and extremely underwhelming with the AI. As such they aren't very fun to play with or against. It's a shame because i love the sprites but can't get past the gameplay. With more vanilla friendly stats and loadout it would work better maybe?

Right now it remind of the old BISO mod, it have very good ideas but the gameplay is way too far from vanilla to be enjoyable.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: Zudgemud on September 29, 2014, 11:03:34 AM
Nice to get some feedback :) and I'll reply to it piecemeal.

In general though, the way I intended the faction to be played is with fragile heavy hitters/glass cannons being supported by a swarm of low dps support ships that focus on distracting and disabling enemy ships. With the Stress fighter being the stock support chaff necessary for most ships to operate successfully. Solo play with most ships in the lineup is supposed to be suboptimal by design, though I'm still not really sure this setup is a viable concept with my limited skills in tweaking the AI etc.

Also, in case you haven't tried it yet, the level 5 skill that enables you to place twice the amount of flux capacitors as normal on ships will make most gimp P9 ships really good.


The Sike is probably the best frigate in the faction (in the game?) to start with due to its incredible mobility, firepower and flux venting. Thanks god it's limited by the very short peak performance otherwise you would be able to take down fleet of cruisers just with it. It's not that great with the AI as i saw it being piloted extremely aggressively just to die stupidly to the first enemy. Also i'm a bit worried of the possibilities to make it a monster missile boat with the 3 universals, i haven't tried but it could ends up very broken.

I can easily prevent it from being a missile laden murderboat by making a missile gimping hull mod, on my to do list then :)


Quote
The Sike-M however is much more AI friendly thanks to the fortress shield. The missiles spam can be bothersome as it can lead to a lot of friendly fire, rockets should self destruct immediately after they run out of fuel. Another thing is that the Sike-M tend to hug very closely enemy targets (i think i heard missile only loadout caused this) and it prevent other allied ships to fire to not damage the Sike.

Also for some reasons sometimes it refuse to raise its shields against fighters, which lead an otherwise tanky frigate to die very fast.

Will think about changing the ship in a way so that it doesn't hug targets as much. Also, the residual missiles from missiles spam was supposed to be removed, but then I just kinda forgot about it since I never really suffered from it myself. Will set them on an appropriate timer though.


Quote
I haven't found a use for the Spore MK.I and MK.II, nor for the player or the AI. Way too fragile, way too expensive. As fighters? Yeah, probably. As frigates? Nope.

Well they can in theory act as good chasers for chasing down runners, I could modify the deployment costs to reflect this, but really, I personally just wanted to play around with a tiny ship. The Spore MkII is pretty effective in player hands when you hone your bombing skills though, and more importantly, it's a well armed go-cart!


Quote
Not much to say about the Mite hauler, it's indispensable for the cargo space but otherwise useless on the battlefield.

Working as intended! ;D


Quote
For the destroyers, there is no point taking the SL-t2 where you can have the infinitely superior SL-t3. The t2 usually lack the flux to properly use its twin large weapon (vanilla guns work quite well though) and you also must take the expanded shield hull mod as the standard 180° shield arc is usually a death sentence for a P9 ship.

The t3 however is much more balanced, the main gun still rock faces and the two small mounts can be used for a variety of roles. The main gun being built in and the original 360° shield leave quite a lot of OPs to make it quite a beast.

The SL-t2 gives you a choice in which heavy weapons to mount the T3 does not, and is a pretty decent long range support with the HIL setup, also with the previously mentioned capacitor skill and the new Raala blaster it turns into a pretty awesome murder machine towards frigates and destroyers.


Quote
The Cyz-C is tricky to use and somewhat unfair to the enemy. The phase emp can wreck any ships quite easily but it's not bug free as it happened to see the game freeze when i used the cloak, no error logs, just the game suddenly freezing and crashing. Also on some occasions the ecm cloak was damaging me, no idea why or how it happened. I'm not sure what the very short ranged P9 Taala laser is supposed to do either.

I'm fully aware that it is *** and I want to completely remake it but I don't know what to do with it really, maybe I should just remove it atm.


Quote
Cruiser wise, the Tick gained 2 launch bays, hurray? Not that much because it now become better than the dedicated Cimex carrier. Sure it's completely unarmed but the Cimex ain't' exactly very armed either. Plus more cargo, cheaper etc... It lack the long range support of its militarized variant but still fill extremely well its carrier role.

I made a doodoo, It's the Cimex that is supposed to have the extra flight decks ;D
I'll change that asap, might up the damage on the cimex missile system too or change the tracking to hit engines instead, I just didn't want it to be OP. The Cimex drones are basically a continously refilling Stress figther wing without EMP though.

Quote
Couldn't properly use the Korlo-SKT. As the player flagship you can have a long range artillery platform that can cloak. In the hand of the AI however? It's a flying Pinata, incredibly vulnerable to everything, fighters and missiles especially will murder it instantly.

Korlo-SKT especially works much much better with Stress figthers as chaff and more tanky ships nearby. It also benefits greatly from the skill that doubles the amount of flux capacitors you can place.


Quote
The Kaala lancer isn't as worthless as the Korlo but is still a very hit or miss cruiser. It's quite incredible against big targets but utterly useless otherwise and while it's not as fragile as other P9 ships, it's still a glass cannon and the close range fight where it can perform will expose it to a lot of incoming fire.

It's sadly useless in computer hands due to AI inability to use the subsystem, but I intended it to be used carefully by the player to take out heavy hitters. I personally thinks it works good enough in the players hands but I might buff the armor or something if more thinks it's too fragile.


Quote
The Silverfish doesn't perform incredibly well either. I see the idea of "diving" past the enemy ship and quickly turning around to shell its engines. It share the same problem with a lot of P9 ships, it will fail a lot with the AI. Most of the time, the Silverfish use its "cloaked drive" but will stop just in front of the enemy ship rather than going behind it.

The AI can only use the silverfish semi-effectively if it has long-range weapons, any short-range weapons just makes it a suicide ship. It also gets boosted quite a lot if you have other ships to distract the enemy and absorb some shots, as the armor rep tank is too weak to handle more than a couple of destroyer sized ships at once.


Quote
For the capital ships, they are probably the only ships you can entrust to the AI without worrying too much about their fate. They have "very" tanky shields and relatively safe unless they're being flanked. The EBM variant is without a doubt the most balanced one because it will deal reasonably well against any threats. It's still extremely strong (it can wreck nearly anything in 1v1, expect some "trickster" ships) at a pretty cheap cost for a capital ship.

The DSI however seems kinda broken. It's tachyon ray can insta-overload anything it fire at, fortress shield or not. Granted that's the only thing it can do but still!

I thought about adjusting the DSI's laser dps to just be heavily damaging to shields which might make the AI able to handle it better, and not just popping them which happens now (I think I set the DPS to 80000 shield damage or something like that, would just need to scale that down to more reasonable numbers).


Quote
I haven't tried the fighters yet.

Do so, the new fighter is great when it have some Stress wings as support to draw fire :)


Quote
For the weapons, i'm a bit skeptical about some of the "converted vanilla" guns, like the P9 burst laser and HIL which offer nearly identical stats from the originals, is it really needed? For the other guns however i haven't seen too much broken stuff. The audio is very loud for the sks and t3 cannon and the noises overall are a bit underwhelming, you should send a pm to SniZupGun to see if he can help you about it.
The HIL was supposed to have a slightly longer range but I forgot to implement that, woops. The P9 burst laser is not supposed to be accessible to the player as that is a fighter weapon, will see if I can fix this.
Also, I agree, most sounds are lame and *** and needs to be remade, the only sounds I'm satisfied with is the new Raala gun (which I totally ripped from Star Wars...) and the Silverfish cloak. I don't know about the sound volumes though, they sound normal on my system, will check on them though.


Quote
That's all i noted for now but there's probably more. The main problem with P9 is that their ship are overly specialized and extremely underwhelming with the AI. As such they aren't very fun to play with or against. It's a shame because i love the sprites but can't get past the gameplay. With more vanilla friendly stats and loadout it would work better maybe?

I want to try a bit more tweaking before I revert to more vanilla like stats, since I cant program the AI I will try to modify weapon loadouts and things like that. But in general, I intended my ships to be pretty terrible alone but have good synergy with other specialized ships.


Quote
Right now it remind of the old BISO mod, it have very good ideas but the gameplay is way too far from vanilla to be enjoyable.

Never played this, I should probably look it up and see how it handled everything...

Thanks for the massive feedback! :)
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: Sabaton on September 30, 2014, 03:05:14 AM
Good synergy with other specialists? That calls for an Exigency/P9 fleet.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: valefore on October 04, 2014, 11:55:17 AM
Quote
java.lang.RuntimeException: Weapon spec [sktcannon] not found!
   at com.fs.starfarer.loading.if.String(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.pnConvoySpawnPoint.addRandomWeapons$(pnConvoySpawnPoint.java:82)
   at data.scripts.world.pnConvoySpawnPoint.spawnFleet(pnConvoySpawnPoint.java:47)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:45)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.Ø??000(Unknown Source)
   at com.fs.oOOO.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I think there may be an error with the sktcannon. No expert in coding here so not 100% sure, but the weapon id is pn_sktcannon but the one listed in the convoy spawn is sktcannon.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: Tartiflette on April 01, 2015, 07:49:17 AM
Tartiflette cast Necroing
It's very effective!

https://www.youtube.com/watch?v=8vlAi7I_aVQ

P9 is about to come back and I helped Zudgemud with a new fun ship.
This is a AI battle, I didn't touch the controls. Also since it was for testing the ship-system, I made it almost invulnerable.

The ship also feature a wobbly jelly frame:
(http://giant.gfycat.com/EcstaticUltimateBighorn.gif)
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: Deathfly on April 01, 2015, 08:27:07 AM
This one looks yummy...
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: Sabaton on April 01, 2015, 10:23:44 AM
 I was thinking about this faction recently. What can we expect besides a compatibility update?
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: Zudgemud on April 01, 2015, 11:48:19 AM
Much more vanilla-like stats in general, less universal mounts, less speed, less shield coverage, three more ships (two PD support vessels and the jellyship) and reworking of some ships.

Basically tritach with weaker hulls, weak armor, horrible flux cap and superb flux vent. Will release the update tonight or tomorrow, as soon as I have finished tinkering with the new jellyship that Tartiflette brought to life. :)
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: Sabaton on April 01, 2015, 11:42:00 PM
 And all that to be offset by superb vent rate? They sound rather weak.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: EI on April 02, 2015, 04:11:30 AM
Basically tritach with weaker hulls, weak armor, horrible flux cap and superb flux vent. Will release the update tonight or tomorrow, as soon as I have finished tinkering with the new jellyship that Tartiflette brought to life. :)

Are you flirting my Berserk ships lately? <3

(Actually, I have the same deal! )O)
Tri-Tachyon knockoffs with weaker hull, armor and flux cap, but with good shields & flux. Plus, they go well in large swarms, probably like yours.)

Ohgosh, you should totally date one of the mothers in my faction when you have a chance! >w<

And release the update of the mod of course.
Title: Re: [0.6.2a] The P9 Colony Group - Faction mod (v0.3.9), Exerelin Compatible
Post by: NightfallGemini on April 02, 2015, 04:53:08 AM
That jelly ship looks awesome. Definitely looking forward to this!
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Exerelin Compatible
Post by: Zudgemud on April 02, 2015, 09:36:19 AM
Version 0,4 is up! (http://fractalsoftworks.com/forum/index.php?topic=7430.0)

As said just above I tweaked everything down more towards vanilla levels, thus the changelog is massive and I did not keep track of everything.

BUT!

I did add the afromentioned jellyship, two point defence frigates and two utility ships.

Jellyship (sadly I have not yet managed to implement a proper boing sound for the impact)
(http://i.imgur.com/EqjAZXg.png)

PD ships (all non hardpoints are filled with higher range P9 vulcans)
(http://i.imgur.com/CuyH4Yz.png)(http://i.imgur.com/aa9UZa9.png)

For the utility ships I made a new construction rig and repurposed the MLMV into a tug, the construction rig has a better burn speed than the vanilla one, but is also more expensive to maintain, the tug is armed and shielded, but should be kept out of combat as it is terrible at any actual combat.
(http://i.imgur.com/92aYXnV.png)(http://i.imgur.com/1sILuDO.png)


Samaa-EBM got a facelift as someone pointed out to me that the old version looked very much like a phallos, and then I could not unsee it so I had to change it...

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


And for the Cyz I just removed that buggy OP cloak, making it more into a conventional phasedestroyer.

(http://i.imgur.com/P2hpYL4.png)


And all that to be offset by superb vent rate? They sound rather weak.

They usually become very powerful with +fluxcap skills and mods, try them! Worst case scenario is that they become excellent cannonfodder for you until I buff them :)
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Exerelin Compatible
Post by: JDCollie on April 02, 2015, 11:56:11 AM
Gorgeous ships as always :D

Any chance of SS+ compatibility? I would love to see P9 bouncing around   ;D
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Exerelin Compatible
Post by: Sabaton on April 02, 2015, 12:08:33 PM
 ,try them,

 Sadly I cant try *** as Im away with college, and when I do get home I dont have the time for a lengthy campaign.

 But I will, if only for that space fearing gummy bear.

 And yes, SS+ compatibility is a must. I imagine starting as one of these guys and going after TT.

 Also, what about those 2 saucer shaped frigates, they look kinda odd compared to the style of the other ships.

 Lastly, what future plans do you have for this mod?
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Exerelin Compatible
Post by: Zudgemud on April 02, 2015, 03:38:31 PM
,try them,

 Sadly I cant try *** as Im away with college, and when I do get home I dont have the time for a lengthy campaign.

 But I will, if only for that space fearing gummy bear.

 And yes, SS+ compatibility is a must. I imagine starting as one of these guys and going after TT.

 Also, what about those 2 saucer shaped frigates, they look kinda odd compared to the style of the other ships.

 Lastly, what future plans do you have for this mod?

The mod is SS+ compatible, updated the OP to reflect that.

As for the saucer ships they are supposed to look and act strange, I think the sprites look a bit shabby though, so I will most likely touch them up in the future.

Other future plans is just to keep polishing the stuff that is currently in the mod and probably add some midsize freighter and carrier.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Histidine on April 04, 2015, 07:29:22 AM
The file extension for graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png is in all caps (unlike all the other files in that directory), causing a crash on Linux due to case sensitivity.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: HELMUT on April 05, 2015, 10:33:49 AM
I played a bit a P9 campaign in Nexerelin. While the enhanced armor and hull make them much comfortable to play with (no asteroid kill anymore), their stats are still waaaaay too extreme, uncomfortably so.

But first, here's the little issues i encountered.

The Samaa's family have strange stats. 2500 flux capacity for the EBM (as much as a tempest) and only 100 for the DSI!

P9 fleets also share the same colors as Shadowyard on the map.

P9 cores's glow still appears in the weapons group, not that much of a problem though.

No faction description on the diplomatic menu.

The turrets wings still refuse to teleport.

Could have missed some other stuffs but that's all i noted. Now for the balance.

So while P9 now can more or less survive a few LAGs shots with their enhanced armor. Most of their stats are still all over the place.

I was very surprised in my starting Sike when i got overloaded by a single autocannon shot. How? The default weapons for the Sike caused so much flux that i was constantly on the edge of overloading. A single HVD shot was an absolute death sentence in this case, as it condemned my Sike to be overloaded for more than 10 seconds. The solution would have been to constantly vent my flux, the problem is that i was defenseless for a few seconds, not a wise idea with P9's paper armor.

P9's weapons are also a problem. Most of them are outrageously expensive (nearly the same OPs cost as Templar guns) and feel very underwhelming. The medium SKV cannon for example, its direct competitor is the Pulse laser. The SKV cost 10 more OPs and 167 more flux/sec, also at 39 damage per shot, it struggle really hard to pierce heavy armor. Its advantages are its much bigger range and moderate EMP damage. The 950 range is definitely its selling point, it works very well at taking down shields relatively quickly. But at 20 OPs? Especially on a flux stressed P9 ship? Not for me.

So yeah, it's mostly all about stats now. Fast flux venting is Neutrino and Blackrock's thing, so you should try to adjust your stats on them. Not only flux stats but also OPs, speed... Everything. Same thing for weapons.

It's definitely better than the last version but still not quite there.

BTW i like the new ships sprites.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Zudgemud on April 05, 2015, 01:17:00 PM
Thanks for the feedback! I'll reply to it piecemeal. :)


The Samaa's family have strange stats. 2500 flux capacity for the EBM (as much as a tempest) and only 100 for the DSI!

All P9 ships currently require lots of extra flux capacitors, the starting amount just dictates how much you can reach in the end.


Quote
P9 fleets also share the same colors as Shadowyard on the map.

Woops, fixed!


Quote
P9 cores's glow still appears in the weapons group, not that much of a problem though.
I know, but I just havent cared enough to fix it, will look at it.


Quote
No faction description on the diplomatic menu.
I get an error when adding these things to the game so I left it out for this patch. But it is on my list of things to add.


Quote
The turrets wings still refuse to teleport.

I have no idea how to make this work decently, as it is now it does not really matter how often I set the cooldown etc, they do not jump into battle as a unit. However, they do use the teleport to travel to waypoints without no problem, but as soon as you set them to attack a target they dont use the teleport to travel to the hostile ship.


Quote
I was very surprised in my starting Sike when i got overloaded by a single autocannon shot. How? The default weapons for the Sike caused so much flux that i was constantly on the edge of overloading. A single HVD shot was an absolute death sentence in this case, as it condemned my Sike to be overloaded for more than 10 seconds. The solution would have been to constantly vent my flux, the problem is that i was defenseless for a few seconds, not a wise idea with P9's paper armor.
Yes, always max flux vents and never ever overload in P9 ships, I can tweak the weapon flux drain too though.


Quote
P9's weapons are also a problem. Most of them are outrageously expensive (nearly the same OPs cost as Templar guns) and feel very underwhelming. The medium SKV cannon for example, its direct competitor is the Pulse laser. The SKV cost 10 more OPs and 167 more flux/sec, also at 39 damage per shot, it struggle really hard to pierce heavy armor. Its advantages are its much bigger range and moderate EMP damage. The 950 range is definitely its selling point, it works very well at taking down shields relatively quickly. But at 20 OPs? Especially on a flux stressed P9 ship? Not for me.

I intentionally made all P9 weapons high in OP and flux cost and bad against armor, I could up the damage a bit to compensate but I didnt intend the faction guns to be "top of the line" in game. The general feature for the faction's DPS is supposed to be "constant pressure" with some shield stripping weapons and gimmick guns.


Quote
So yeah, it's mostly all about stats now. Fast flux venting is Neutrino and Blackrock's thing, so you should try to adjust your stats on them. Not only flux stats but also OPs, speed... Everything. Same thing for weapons.

I was previously working on having the flux stats be normal but with a reduction in flux cost built in, but then I heard that it was already the a feature in templar ships so I didnt actually try to do anything with it to avoid taking their gimmick. Another idea was that I would simply nerf the flux venting and give the faction a passive hard flux reduction, but that would never be correctly handled by the AI and I sure cant reprogram the AI.

So, if anyone have an idea of how to have the equivalence of really high flux stats without superfast venting feel free to tell me!


Quote
BTW i like the new ships sprites.

Thanks!
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: NightfallGemini on April 13, 2015, 05:39:28 PM
Dodging everything in a Sike and then oneshotting things with triple Phase Lances is choice. Just came to say that.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Hellya on April 14, 2015, 03:25:19 PM
I have been trying to play this with Nex and SS+ (compatible factions included). It does not appear to be on the map nor is it a start faction. The ships are all in codex though.

Maybe a bug?
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Hellya on April 14, 2015, 03:43:23 PM
It is Nex that does not work with this.... Yet I hope.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Tartiflette on April 14, 2015, 03:49:06 PM
Works fine for me. Try to re-download it, maybe you got an old version.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Histidine on April 18, 2015, 12:46:29 AM
Is it intentional that the Korlo-SKT phase cruiser has 83% of a Tempest's speed and 44% more turn rate (!!) ?
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Zudgemud on April 18, 2015, 06:58:11 AM
Is it intentional that the Korlo-SKT phase cruiser has 83% of a Tempest's speed and 44% more turn rate (!!) ?

In short, yes. It is still kinda balanced since it is huge, has terrible phase time, terrible tanking and a really bad layout for point defences. I turned down all its stats and gave it an agility increasing phase system in my current unreleased version of the mod. It plays about the same though.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Histidine on April 18, 2015, 09:13:37 PM
Ah, okay.

A few other balance/design thoughts from a recent Nexerelin playthrough (SS+ included, fighting almost exclusively against Templars 0.94b):
Spoiler
  • I find the "always, ALWAYS max caps and installed Stabilized Shields" thing to be pretty railroady in terms of ship design. May as well make the hullmod built in like Mayorate did; not sure what to do about the flux capacity thing but maybe tone down the extreme high dissipation/low capacity thing.
  • Eyeballing the ship stats, some of the logistics costs seem off in general. Nothing I can see in the Codex justifies Spore Mk III having a recovery cost of 108, and P9 Repair Rig costs 12 logistics points (more than most cruisers)... why would I ever bring one?
  • Samaa EBM is awesome to the point of being silly overpowered, as long as you're careful not to get overloaded. Burn 3, 3k base dissipation, 390 base OP (compare to Onslaught's 335 and Paragon's 350) and a lot of mounts with long-ranged, high-DPS P9 weapons mean this thing tears apart just about anything it can reach. If your flux runs too high, just vent in the face of the enemy, it takes only about 2 seconds tops and your armor can easily hold up that long. Fortress Shield lets it handle even potential flux spikes like Clarent swarms or Arondight quite easily. With moderately high skills, this thing eats two Paladins for breakfast. Only needs 14 logistics and 190 crew too.
  • T3 Support Cannon is kind of odd. Is it intended to be a dedicated fighter/missile suppression weapon that also works as a knife weapon against capitals? 40 OP (and 1667 flux/s) seems kind of a steep price to pay for that functionality, and it spreads far too much for anything else.
  • Is the Raala Rayblaster supposed to do something fancy that's not listed on the stats? It seems awfully weak for its size and OP cost (it has the DPS and range of a Pulse Laser while costing 2.5 times more, and all it has going for it is high per-shot HE damage).
[close]

PS: I like the laser GFX.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), SS+ Compatible
Post by: Zudgemud on April 19, 2015, 04:27:02 AM
Thanks for all the comments! :)

A few other balance/design thoughts from a recent Nexerelin playthrough (SS+ included, fighting almost exclusively against Templars 0.94b):
  • I find the "always, ALWAYS max caps and installed Stabilized Shields" thing to be pretty railroady in terms of ship design. May as well make the hullmod built in like Mayorate did; not sure what to do about the flux capacity thing but maybe tone down the extreme high dissipation/low capacity thing.
While I personally like to have the option of having/not having stabilized shields, I would love to reduce the reliance on flux capacitors and instead just put a hard cap. I have been thinking of making some hullmod that decrease the effect of flux capacitors but I just haven't gotten around to tinkering with it.

Quote
  • Eyeballing the ship stats, some of the logistics costs seem off in general. Nothing I can see in the Codex justifies Spore Mk III having a recovery cost of 108, and P9 Repair Rig costs 12 logistics points (more than most cruisers)... why would I ever bring one?
Yep, this is an error, for the MkIII I had no idea how the supply usage worked out for fighters so it's stats was all messed up, it was supposed to be around the cost of a light cruiser. For the repair rig it was supposed to have a bit more than the vanilla repair rig, I assume I messed up my copying and pasting here too. I have fixed these things in my current unreleased version.

Quote
  • Samaa EBM is awesome to the point of being silly overpowered, as long as you're careful not to get overloaded. Burn 3, 3k base dissipation, 390 base OP (compare to Onslaught's 335 and Paragon's 350) and a lot of mounts with long-ranged, high-DPS P9 weapons mean this thing tears apart just about anything it can reach. If your flux runs too high, just vent in the face of the enemy, it takes only about 2 seconds tops and your armor can easily hold up that long. Fortress Shield lets it handle even potential flux spikes like Clarent swarms or Arondight quite easily. With moderately high skills, this thing eats two Paladins for breakfast. Only needs 14 logistics and 190 crew too.
I actually never played it against Templar only (I did ravage them AS Templar though, but you know, Templar). I personally thought it was, at least combat wise not as OP with being a slow turd with no agility, an unshielded rear engine and a rear PD that cant hit ships, making it very vulnerable for flanking. But as Templar fleets are usually very small it is probably much easier to focus all that firepower and tanking capacity. Will see if I can bash it down a bit, maybe give it the high maintenance hullmod and some other stats. I'll adjust the logistics cost so that it is more on par with the other supercapitals though.

Quote
  • T3 Support Cannon is kind of odd. Is it intended to be a dedicated fighter/missile suppression weapon that also works as a knife weapon against
    capitals? 40 OP (and 1667 flux/s) seems kind of a steep price to pay for that functionality, and it spreads far too much for anything else.
I designed it to be "a dedicated fighter/missile suppression weapon" and intentionally terrible against most other things, I might tune it down a bit though, as it's flux requirement makes it essentially unusable for all non P9 ships. Currently I'm doing a general overveiw of the OP/OP cost of all the different weapons/hulls, as some are simply too crap for their OP cost.

Quote
  • Is the Raala Rayblaster supposed to do something fancy that's not listed on the stats? It seems awfully weak for its size and OP cost (it has the DPS and range of a Pulse Laser while costing 2.5 times more, and all it has going for it is high per-shot HE damage).
It is not the best of weapons no, but it is a good way to do explosive damage for a faction that is generally starved on reliable armor penetration. I have been thinking of upping it's damage against shields or simply buff the damage, but so far I'm decently happy with the functionality.

In my unreleased version I added a hullmod to all P9 ships that make venting much worse (just 20% better than dropping shield/holding fire), gives the ships a passive flux drain (15%) and makes them unable to mount extended shields, forcing all ships except PD platforms and the Mite to have an unshielded rear segment. So far it seems to work fine with the AI, and no ship seems to be more OP than vanilla ships in the hands of the player, the only real exception being the Samaa-EBM with it's good shield coverage and fortress shield, I might change that subsysten.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Zudgemud on April 22, 2015, 03:09:34 PM
Update! (http://www.mediafire.com/download/w8qokl39m2ho91h/pn_0,41.rar)

Added a combat hauler, the Louse:
(http://i.imgur.com/CS0Y6Pr.png)
A very sturdy hauler, it can act as a damage sponge for weaker dps focused ships.


Also added a small strike weapon with regenerating ammo, the Jet launcher:
(http://i.imgur.com/zAQVOwp.png)
Suprisingly not bad!


And I changed the Sike-M to actually be a usable ship with 3 built in rocket pods and 3 small missile turret points.
(http://i.imgur.com/tCs5jpy.png)


Changelog:
Added a hullmod for all P9 ships, now they have a 15% passive flux dissipation, but are unable to mount expanded shields and have a much worse vent rate, venting is now only slightly better than holding fire and dropping shields. Ships have also been rebalanced according to this so that the vast majority of ships are unable to get a 360 degree shield coverage.
Added engines to the Sike ships, now they are even more vulnerable to fire when shields are down.
Added four missile mounts for the SL-t1p, now it is even more like a PD enforcer!
Nerfed speed and handling for several ships.
Reduced OP cost of some guns.
Reduded OP on some ships.
Reduced damage and energy cost of the T3 support cannon, now non P9 ships can technically use
Drastically reduced flux cost for the SKV and SKS guns (like 30%).
Fixed Spore MkIII deployment cost.
Buffed Stress fighter hp.
Modified the Korlo's phase system to increase agility.
Various other minor things that I probably forgot.
Added fancypancy engines.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: sotanaht on April 27, 2015, 04:30:05 AM
AI seems to have trouble using the T3 cannon.  Both on AI controlled ships or just automatic turrets, the computer will do the equivalent of tapping the button when the T3 cannon requires you to hold the button until it fires.

Under player control though, it might be a little overpowered.  Especially on my new favorite player-ship, the Korlo-SKT-Class phase cruiser.  Currently soloing templars with that and 3 T3s.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: 19_30s on June 09, 2015, 09:20:00 AM
Nice work! :)
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Takion Kasukedo on July 17, 2015, 06:53:28 PM
Ah, the Korlo, my favorite cruiser, how long i've been waiting for a supremely fast flank-capable cruiser.

Sure, it doesn't have shields, but with 3 Large Universals, you can phase-flank and destroy afts effectively, then retreat.

The perfect flank-harassment ship.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Zudgemud on July 18, 2015, 11:19:00 AM
Glad you like it, however I nerfed it a bit in my latest version, it should still play the same way though :)
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Zudgemud on October 29, 2015, 01:22:56 PM
I have tried to update the visual theme, not 100% sure that it will be like this though.
(http://i.imgur.com/2RILQrE.png)(http://i.imgur.com/gMKNIcj.png)(http://i.imgur.com/io0nbMF.png)(http://i.imgur.com/RR5NE5P.png)(http://i.imgur.com/ue8LHDS.png)(http://i.imgur.com/UBL6l7b.png)(http://i.imgur.com/7fsgIDn.png)(http://i.imgur.com/n6zi1lX.png)(http://i.imgur.com/hBzZAZ6.png)(http://i.imgur.com/UFY06mW.png)
(http://i.imgur.com/VXMX5Me.png)(http://i.imgur.com/xRfnJqP.png)(http://i.imgur.com/HfS0lff.png)(http://i.imgur.com/yL4ZWc4.png)(http://i.imgur.com/FxDPt5T.png)(http://i.imgur.com/KT1alNn.png)(http://i.imgur.com/uT1QM7g.png)
(http://i.imgur.com/4bneWLS.png)(http://i.imgur.com/nAoL99D.png)(http://i.imgur.com/1TYwOxr.png)(http://i.imgur.com/BSIdLk7.png)(http://i.imgur.com/yOU1EMd.png)
(http://i.imgur.com/nVIMnA8.png)(http://i.imgur.com/HxqFTmC.png)(http://i.imgur.com/0EDWW8M.png)
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: HELMUT on October 29, 2015, 02:11:43 PM
Honestly Zudge, i'm not super convinced by some of those. That purple shade works very well on some ships, especially those with a lot of greebles (the tick seems to be the one that benefited it the most) but looks quite out of place for the smooth ones.

I tried something with one of your capital ship :

Spoiler
(http://i.imgur.com/x56E6HG.png)
[close]

Left one is the original, pure grey. Right one is a version with a very slight shade of blue-ish purple on the smooth plates, and purple on the greebles. It's not super noticeable but i personally think your sprites don't need much change anyway. The advantage is that your ships aren't pure grey anymore.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Zudgemud on October 29, 2015, 02:34:49 PM
Looks fab, you have the exact numbers for the color changes?
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: HELMUT on October 29, 2015, 03:34:07 PM
I did this without thinking too much. Just added a color layer at 2/3% opacity for the plates, then another one for the greebles and called it a day.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Nanao-kun on October 29, 2015, 05:45:34 PM
I quite like the purple shade though.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Tartiflette on October 29, 2015, 06:27:05 PM
I could reaaaaaally get into the chrome+purple color scheme, but more like a paint job that does not necessarily follow the plates. Some stripe or geometry based purple paint-job would do wonders... I also really like the slight shade in Helmut's edits.
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Garmine on November 10, 2015, 03:40:32 AM
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:

./pn_0,41/graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png

As always, renaming the files work.

Regards,
Garmine
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Zudgemud on November 10, 2015, 12:29:11 PM
Thanks, will fix until next update. :)
Title: Re: [0.65.2a] The P9 Colony Group - Faction mod (v0.4), Nexerelin & SS+ Compatible
Post by: Zudgemud on December 08, 2015, 06:34:38 PM
Update wooo! (http://www.mediafire.com/download/dp9pfakrs9162vx/pn42.rar)


Also, all ships are now adidas.

Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Surge on December 08, 2015, 06:59:57 PM
oh my P9 is SS+ now? How did I miss that?

Also digging those new sprites.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Bastion.Systems on December 09, 2015, 03:31:00 AM
Aww Jizz, these ship look pimp.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Zudgemud on December 09, 2015, 04:42:04 AM
oh my P9 is SS+ now? How did I miss that?

Also digging those new sprites.

P9 has been compatible with SS+ for quite some time, but it is not actively integrated into SS+ with all the extra bells and whistles that this would include, I honestly do not think I would have time to keep it up to date like that.   

Glad that people are liking the new sprites though! Personally I think they might be a bit too purple but I'll see if I change that somewhere further down the line or if it grows on me. Also, as you might have noticed all guns with animations still needs to be fixed up, as does the rather uninspired portraits in addition to basic fluff functionalities and more novel and working shipsystems etc etc..

But I hope you enjoy the mod even in the current state! 

(protip, Tri Tach has a new military market in Tolp, so you can conveniently farm their rep by shooting up both P9 and pirates!)
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Surge on December 09, 2015, 02:40:15 PM
Oh, well no offense but I feel a bit cheated by that, most factions mods are technically compatible with SS+, it's SS+ supported that's not so common and is usually a fairly big feature.

All the same I'll probably install P9 for my next playthrough once citadel, exigency, and SRA update.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Weltall on December 11, 2015, 02:05:25 PM
Oh, well no offense but I feel a bit cheated by that, most factions mods are technically compatible with SS+, it's SS+ supported that's not so common and is usually a fairly big feature.

All the same I'll probably install P9 for my next playthrough once citadel, exigency, and SRA update.

Actually all mods should be compatible with these two. The question is not if they are compatible or not, but for SS+ if they can you the extras and in Nexerelin if the faction can be used in Corvus Mode. The only mods that should be able to use either features are listed under these two mods. I doubt if a new mod appears that supports either feature it will not get listed there, since both SS+ and Nexeneril devs are super active :D
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: DinoZavarski on December 13, 2015, 05:14:33 AM
There is a file name case related bug in the latest release that prevents the game from loading on case sensitive OS.

The file graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG should be renamed to pn_dsi_turretbase59.png (small letters in the extension) so the automatic animation sequence loading can work.

BTW, if renaming in Windows please watch as some programs have the habit to capitalize first letter of file names on their own when you rename.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Zudgemud on December 13, 2015, 11:47:23 AM
That's strange, I thought I fixed that as I overwrote that file when saving with photoshop... turns out it just decided to keep that capital letters. Will try to fix via some other method.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Takion Kasukedo on December 19, 2015, 03:14:55 AM
So...

I managed to get a Sl-T3 destroyer.

I saw that the Sl-T3 had a hybrid overtaken by a probe and tried to equip another weapon and it ate the weapon...

Now I had nothing in the supposed "Hybrid" slot on the Sl-T3 with weapons missing.

Is that supposed to happen?
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Zudgemud on December 19, 2015, 05:07:21 AM
So...

I managed to get a Sl-T3 destroyer.

I saw that the Sl-T3 had a hybrid overtaken by a probe and tried to equip another weapon and it ate the weapon...

Now I had nothing in the supposed "Hybrid" slot on the Sl-T3 with weapons missing.

Is that supposed to happen?

Nope, sorry!

Will try to get a patch out to fix that asap and a couple of other bugs/mistakes that I noticed with regards to slots.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Takion Kasukedo on January 01, 2016, 05:29:16 AM
So then, a little something I found out..

I managed to get a Phase Capital and...

I was slightly dissapointed. (Although I probably should have seen it coming)
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: grinningsphinx on January 14, 2016, 09:11:00 PM
Can confirm the bug about the 9 probe on the destroyer...If you unmount the probe, it goes into your inventory and the ships permanent burn goes to 5.  If you try to mount something else in its place, it wont show up in the weapon groups....oddly enough you CAN take the P9 probe and stick it into the omnifactory and it will produce them as an 8 day weapon.

I think the best thing to do in this case is make it a weapon that cannot be unmounted "built in" so to speak, like the Claw missile on the tiandong mining ship.


Very odd behavoire on this.

Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: ProdigyToby on January 15, 2016, 06:36:07 PM
  I noticed that as well too, you can unmount the probe launcher and legit have it as a weapon.

  On another note, does anyone have enough experience with this mod to recommend a good fleet composition with these ships?  I don't fully understand the destroyer with the single probe launcher and two smalls, for instance.  Whats the idea?  Have a bunch of these so they spam those probes or something?  By itself this destroyer isn't particularly amazing, but I can imagine a handful of these spamming probes being useful.  I really like the support capital with the weapon that does massive emp damage (forgetting the name of it) and I can see that being useful in other fleets but some of these ships I would have a hard time thinking of a use for them.  The description for this destroyer says its a "long range killer of larger ships" but how?  this probe launcher barely does enough damage to hurt a destroyer,  I cant see it hurting anything bigger than that.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: Zudgemud on January 16, 2016, 06:18:44 AM
 I noticed that as well too, you can unmount the probe launcher and legit have it as a weapon.

  On another note, does anyone have enough experience with this mod to recommend a good fleet composition with these ships?  I don't fully understand the destroyer with the single probe launcher and two smalls, for instance.  Whats the idea?  Have a bunch of these so they spam those probes or something?  By itself this destroyer isn't particularly amazing, but I can imagine a handful of these spamming probes being useful.  I really like the support capital with the weapon that does massive emp damage (forgetting the name of it) and I can see that being useful in other fleets but some of these ships I would have a hard time thinking of a use for them.  The description for this destroyer says its a "long range killer of larger ships" but how?  this probe launcher barely does enough damage to hurt a destroyer,  I cant see it hurting anything bigger than that.

The ship is simply bugged atm, it was supposed to have a hybrid mount but I believe I changed it from a large built in T3 cannon to a large hybrid mount with an old version of trylobot, I assume this version did not really recognize the new hybrid class or I simply screwed up in some other way. However, I recently fixed that and I will upload the fixed version later today. Lots of other stuff to update with this mod for example the lackluster shipsystem on the new capital, but for the last few months and the coming 3 months I wont have much time to work with this due to my job so I doubt much will happen. I might actually just see if somebody wants to adopt it instead.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: ProdigyToby on January 16, 2016, 07:54:39 AM
 I noticed that as well too, you can unmount the probe launcher and legit have it as a weapon.

  On another note, does anyone have enough experience with this mod to recommend a good fleet composition with these ships?  I don't fully understand the destroyer with the single probe launcher and two smalls, for instance.  Whats the idea?  Have a bunch of these so they spam those probes or something?  By itself this destroyer isn't particularly amazing, but I can imagine a handful of these spamming probes being useful.  I really like the support capital with the weapon that does massive emp damage (forgetting the name of it) and I can see that being useful in other fleets but some of these ships I would have a hard time thinking of a use for them.  The description for this destroyer says its a "long range killer of larger ships" but how?  this probe launcher barely does enough damage to hurt a destroyer,  I cant see it hurting anything bigger than that.

The ship is simply bugged atm, it was supposed to have a hybrid mount but I believe I changed it from a large built in T3 cannon to a large hybrid mount with an old version of trylobot, I assume this version did not really recognize the new hybrid class or I simply screwed up in some other way. However, I recently fixed that and I will upload the fixed version later today. Lots of other stuff to update with this mod for example the lackluster shipsystem on the new capital, but for the last few months and the coming 3 months I wont have much time to work with this due to my job so I doubt much will happen. I might actually just see if somebody wants to adopt it instead.

  Oh, nice!  Some of these larger ships have strange systems (silverfish) that the ai simply won't use.  I was super sad to see the AI for me doesn't use the lancers system, which is obviously its most important part, as I thought that was such a unique and fun thing to see out in fleet battles.  Your mod has some of the most unique and fun designs for ships though, I really like all the different roles the smaller frigates fill in, Its a really interesting dynamic to have all those frigates doing different things in a fleet battle while the bigger ships capitalize on their distractions with damage and whatnot.  The spritework is also very very nicely done, I like to look of the ships.  Hopefully someone is willing to just do some maintenance on the mod to keep it up to date!  It would be a real shame for this really unique faction to fall behind.  Nothing major like adding anything new is necessary as this fleet already has alot going for it and the weapons are interesting, but just updating to keep the faction working would be good enough.  Thanks for your hard work on this mod and good luck with your work situation!
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on January 16, 2016, 03:45:55 PM
Nice that you like it so far, most of the polish in regards to shipsystems, AI and weapon effects requires coding, something that I cant do myself beyond blindly copying and pasting others work, so that part will be slower to improve sadly, unless someone much more skilled agrees to help me with it.

Anyway, here is an updated version of the mod, as far as I tested it I managed to stamp out the bug you mentioned, relocated the Tolp system to resolve a collision with Gneiss and slightly modified the Lancer sprite a bit.
http://www.mediafire.com/download/s6r2rmad99zpmny/pn43.rar (http://www.mediafire.com/download/s6r2rmad99zpmny/pn43.rar)
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: grinningsphinx on January 16, 2016, 05:00:55 PM
 I noticed that as well too, you can unmount the probe launcher and legit have it as a weapon.

  On another note, does anyone have enough experience with this mod to recommend a good fleet composition with these ships?  I don't fully understand the destroyer with the single probe launcher and two smalls, for instance.  Whats the idea?  Have a bunch of these so they spam those probes or something?  By itself this destroyer isn't particularly amazing, but I can imagine a handful of these spamming probes being useful.  I really like the support capital with the weapon that does massive emp damage (forgetting the name of it) and I can see that being useful in other fleets but some of these ships I would have a hard time thinking of a use for them.  The description for this destroyer says its a "long range killer of larger ships" but how?  this probe launcher barely does enough damage to hurt a destroyer,  I cant see it hurting anything bigger than that.

Yeah, swarm tactics. The launcher fires 3 missiles fairly quickly and with the missile+ordnance combat buff, they hit hard and they have a fair number of hps. Once you can get ECCM its all good bro. The two side mounts having amazing coverage as well allowing both those weapons to focus fire.  The SKS gun they come with will rip fighter cover to pieces and when concentrated can do some serious damage to armor... You do need to spam 4 or 5 of these things though... I treat most of the P9 fleet as if they were drones, which i guess in sense they are. Very little cargo and a set number of people to crew them..no more, no less.

in fact, the faction does so much EMP damage with no flux issues i think they may be a bit OP once you start the ball rolling with them(around lvl 16-20)
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.45), Nexerelin & SS+ Compatible
Post by: grinningsphinx on January 16, 2016, 05:02:59 PM
 I noticed that as well too, you can unmount the probe launcher and legit have it as a weapon.

  On another note, does anyone have enough experience with this mod to recommend a good fleet composition with these ships?  I don't fully understand the destroyer with the single probe launcher and two smalls, for instance.  Whats the idea?  Have a bunch of these so they spam those probes or something?  By itself this destroyer isn't particularly amazing, but I can imagine a handful of these spamming probes being useful.  I really like the support capital with the weapon that does massive emp damage (forgetting the name of it) and I can see that being useful in other fleets but some of these ships I would have a hard time thinking of a use for them.  The description for this destroyer says its a "long range killer of larger ships" but how?  this probe launcher barely does enough damage to hurt a destroyer,  I cant see it hurting anything bigger than that.

The ship is simply bugged atm, it was supposed to have a hybrid mount but I believe I changed it from a large built in T3 cannon to a large hybrid mount with an old version of trylobot, I assume this version did not really recognize the new hybrid class or I simply screwed up in some other way. However, I recently fixed that and I will upload the fixed version later today. Lots of other stuff to update with this mod for example the lackluster shipsystem on the new capital, but for the last few months and the coming 3 months I wont have much time to work with this due to my job so I doubt much will happen. I might actually just see if somebody wants to adopt it instead.

  Oh, nice!  Some of these larger ships have strange systems (silverfish) that the ai simply won't use.  I was super sad to see the AI for me doesn't use the lancers system, which is obviously its most important part, as I thought that was such a unique and fun thing to see out in fleet battles.  Your mod has some of the most unique and fun designs for ships though, I really like all the different roles the smaller frigates fill in, Its a really interesting dynamic to have all those frigates doing different things in a fleet battle while the bigger ships capitalize on their distractions with damage and whatnot.  The spritework is also very very nicely done, I like to look of the ships.  Hopefully someone is willing to just do some maintenance on the mod to keep it up to date!  It would be a real shame for this really unique faction to fall behind.  Nothing major like adding anything new is necessary as this fleet already has alot going for it and the weapons are interesting, but just updating to keep the faction working would be good enough.  Thanks for your hard work on this mod and good luck with your work situation!


The Lancer code can be lifted straight from the Templar destroyer/cruiser ships....the guy that made the mod has a system that overcharges the engines and they ram straight for you....let me tell you its quite effective at destroying cruisers:(.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: grinningsphinx on January 23, 2016, 10:18:45 AM
The P9 distraction frigate is super over powered compared to every other frigate in the game...massive flux dissipation, speed and turning to outrun tweaked tempests, hyperions and venom-x's and missiles that never run out of ammo.

I seriously toned them down in your file, and they still might be OP.


You can do some roles, even many roles, but you shouldnt be able to do everything and requiring massive strike weapons and really fast missiles to counter this.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on January 26, 2016, 01:40:32 PM
They also have a terrible operation time of like 90 seconds if I recall. And their infinity rockets are really just glorified chaff for whatever you put in the other three missile hardpoints. For overpowed I assume you mean the normal Sike, which is admittedly op in player hands. I might look at the stats a bit, especially regarding speed, but otherwise I'm pretty satisfied with their roles.

Also, for fun and games use graviton beams or any weapon with high impact value on the Sike ships, much easier to handle then. :)
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: grinningsphinx on January 26, 2016, 02:22:42 PM
I could never catch them in the games foremost fighters...Hyperion/ Tempest / Venom-X....  if you dont see it  well....
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on January 26, 2016, 03:29:56 PM
I could never catch them in the games foremost fighters...Hyperion/ Tempest / Venom-X....  if you dont see it  well....

You likely won't outrun them without OD on your ship as they basically have that built in. Also, if it is some officer bounty that you try to catch do use impact lasers like graviton beams or burst lasers, they stop them dead in their tracks.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Jim.jhd on January 28, 2016, 12:45:59 AM
I could never catch them in the games foremost fighters...Hyperion/ Tempest / Venom-X....  if you dont see it  well....

Sure, it is a 90-second OP machine, and then a beautiful stardust~. You don't need to do anything, they will kill themselves after 2 mins anyway.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Mr. Nobody on February 25, 2016, 10:23:47 AM
Small question,: i've noticed that some P9 weapons deal higher damage the higher the ship's flux is (eg: Graser).

Now, knowing that some ships (eg: Templar ships) also get a energy weapon damage bonus the higher their flux is i have to ask:

Do these two effect stack? And in what measure?
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Metadane on February 28, 2016, 08:57:41 AM
Brilliant work, absolutely love the style of the ships and weapons, so many! Thanks bud :)
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: samsaq on April 30, 2016, 10:02:42 AM
I really enjoy using this mod but I have one, question. Why isn't this mod compatible with nexrelin corvus mode? I mean I get that one of the nex mods may have replaced you system or something, but can't that be fixed somewhat easily?
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Drglord on April 30, 2016, 10:52:07 AM
Whoa i have never seen this one amazing art on the ships mate i love it. Too bad that is not 0.72a compatible.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Ratheden on May 05, 2016, 01:37:03 PM
I would love to see this .72a, Do you have an ETA on it?    The art looks great, btw.
Thanks for any info.
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: adimetro00 on May 10, 2016, 09:42:22 PM
Man, good mod. i hope you update this to 0.7.2a
Title: Re: [0.7.1a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on May 21, 2016, 10:56:56 AM
Compatibility update, the mod is now compatible with 0.7.2a! You can download here (http://www.mediafire.com/download/ptzv5cmrattwe8d/pn44.rar)

I didn't really add anything, just changed some cloaking mechanics to fit new vanilla mechanics, sadly the Eyfel still lacks a solid gimmick.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: XviZoR on May 21, 2016, 06:46:36 PM
Continues crashing for me trying to start it in Corvus Mode, is it not compatible with it?
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on May 22, 2016, 04:19:32 AM
Continues crashing for me trying to start it in Corvus Mode, is it not compatible with it?

I dont think so no, I'll see if I can fix that today though.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: adimetro00 on May 22, 2016, 06:07:45 AM
Nice! You updated this mod. maybe ask Dark.Revenant for dynasector integration?
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on May 22, 2016, 08:23:24 AM
Continues crashing for me trying to start it in Corvus Mode, is it not compatible with it?

It should now be compatible with corvus mode, atleast it is on my machine, new download can be found in the OP.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: XviZoR on May 22, 2016, 09:39:48 AM
Yup, starts just fine now in Corvus, thanks for the quick fix =)
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Absolutecero on June 04, 2016, 08:14:55 PM
Hey is the SL-t3 suppose to have a burn speed of 5 because that is mega slow to me. 
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: atretador on July 19, 2016, 10:33:47 PM
Phase cruiser is hard as hell to catch ;-;

spent like half hour on a battle just chasing one around using Wolf frigates and phase destroyers :d
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Bastion.Systems on July 25, 2016, 12:38:22 AM
Hey, this mod is on 0.7.2 now! Really love these otherworldly shiny purple ships.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: JDCollie on August 13, 2016, 01:42:12 PM
Just wanted to say thanks for taking the time to make P9 Nexerelin compatible. The sector just wouldn't be the same without the purple UFOs zipping around  :D
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Flacman3000 on April 09, 2021, 06:24:58 AM
I wish this was resurrected what happened?
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: SirHartley on April 09, 2021, 09:26:58 AM
dude, can you stop necroing threads? This is like the fourth time you have done this.
if there was no post since 2016 you can be rather sure that the mod is dead.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Lord Sputnik on April 09, 2021, 04:03:56 PM
(https://i.gifer.com/HAqB.gif)
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on April 12, 2021, 02:39:57 AM
I wish this was resurrected what happened?

Kids

dude, can you stop necroing threads? This is like the fourth time you have done this.
if there was no post since 2016 you can be rather sure that the mod is dead.

Also, I have a version that probably works with this latest release as it worked with the previous version and as far as I know I dont really need to change anything to make it compatible with 0.95.

However, I have yet to actually fix the following:

1. The ship fits are all crap, as in carriers have no fighters and ships are over OP, mods need to be reconsidered, guns that are bad needs to be replaced and totally random weapon groups etc.
2. A fun ship system for the Eyfel, I think it has the medusa skim now? I wanted to make a big phase mine with a custom animation, but I didnt figure out how to do the animation for that.
3. A fun ship system for the Cyc-C, though I could probably just take the afflictor or harbinger ones or someting.
4. Fix the dumbness that is the Silverfish. Currently I aim for it to have a cloak that gives it a burndrive forward, high energy focus as a ship system and guns that are basically immune to EMP without being built in (because if they are built in you cant see them). I have yet to manage any of this as I got stuck on trying to fix the cloak that gives the speed boost. This is annoying as I have had a working version of that before yet now I seemingly cant recreate that with the same script.
5. The ship and gun sounds are ***
6. The guns look a bit funny due to me not knowing how they are rendered.
7. Ships could be made ready for cool graphics effects but I have not even tried to implement this.

So yeah, I could probably cram out a technically working version but it will be full of temporary placeholder garbage.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: FlameBearer on April 12, 2021, 07:16:21 AM
I've never played this mod before, but I have to say that the designs look really neat, and I think it'd be great to see it in 0.95
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: iseethings on April 12, 2021, 07:18:58 AM
Strange to see how one necromancer could bring a dead mod back.

There is straight up irony to that.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Punkinguy on April 12, 2021, 07:43:31 AM
i think this the first time necroing a dead mod from 4 years ago resulted in resuscitating it
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on April 12, 2021, 08:02:29 AM
i think this the first time necroing a dead mod from 4 years ago resulted in resuscitating it

Think of it as being in coma for 4 years and counting, the doctors are willing to try a revivification and has done some paperwork for performing the necessary procedure during the last 4 years. But honestly the insurance is paying for that hospital bed until the end of time and close of kin are all dead so it can probably lie there for some more time.   

Also, that guy also sent me a PM, which went to my email. So that is why I actually noticed.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: IonDragonX on April 12, 2021, 08:57:58 AM
Strange to see how one necromancer could bring a dead mod back.
There is straight up irony to that.
No its actually not irony. The irony is ZeroGman lampooning the necro with classic Frankenstein and the original modder immediately responds with “yeah, I could maybe do that.” after years of dormancy.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Flacman3000 on April 12, 2021, 12:44:33 PM
dude, can you stop necroing threads? This is like the fourth time you have done this.
if there was no post since 2016 you can be rather sure that the mod is dead.

I necro'd a thread only once my friend my apologies. And it was this one!

I wish this was resurrected what happened?

Kids

dude, can you stop necroing threads? This is like the fourth time you have done this.
if there was no post since 2016 you can be rather sure that the mod is dead.

Also, I have a version that probably works with this latest release as it worked with the previous version and as far as I know I dont really need to change anything to make it compatible with 0.95.

However, I have yet to actually fix the following:

1. The ship fits are all crap, as in carriers have no fighters and ships are over OP, mods need to be reconsidered, guns that are bad needs to be replaced and totally random weapon groups etc.
2. A fun ship system for the Eyfel, I think it has the medusa skim now? I wanted to make a big phase mine with a custom animation, but I didnt figure out how to do the animation for that.
3. A fun ship system for the Cyc-C, though I could probably just take the afflictor or harbinger ones or someting.
4. Fix the dumbness that is the Silverfish. Currently I aim for it to have a cloak that gives it a burndrive forward, high energy focus as a ship system and guns that are basically immune to EMP without being built in (because if they are built in you cant see them). I have yet to manage any of this as I got stuck on trying to fix the cloak that gives the speed boost. This is annoying as I have had a working version of that before yet now I seemingly cant recreate that with the same script.
5. The ship and gun sounds are ***
6. The guns look a bit funny due to me not knowing how they are rendered.
7. Ships could be made ready for cool graphics effects but I have not even tried to implement this.

So yeah, I could probably cram out a technically working version but it will be full of temporary placeholder garbage.

I completely understand I have twins on the way!! Lol, best of luck to you my friend and yes your mod is something special I saw it just vanished after 2016 and refused to believe your mod would have no interest! We sorely need a mod with sprites like this, it's very unique. Hope 5 years hasn't rusted your memory on modding LOL. I'll be modding myself soon. learning the ropes.

Placeholder garbage no worries! I know people will be interested trust me on you slowly update and work on it when you have time no rush I just wanted to know why it fell so hard in 2016. It's a great mod.
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Flacman3000 on April 12, 2021, 12:51:27 PM
i think this the first time necroing a dead mod from 4 years ago resulted in resuscitating it

Think of it as being in coma for 4 years and counting, the doctors are willing to try a revivification and has done some paperwork for performing the necessary procedure during the last 4 years. But honestly the insurance is paying for that hospital bed until the end of time and close of kin are all dead so it can probably lie there for some more time.   

Also, that guy also sent me a PM, which went to my email. So that is why I actually noticed.

If this prophecy comes true my man will you be releasing strictly for 0.95a? or will you release a version for 0.91a and 0.95a? whichever doesn't matter I just hope you acquire the power to make this a special mod in the community, crazy sprites! ideas are limitless from here!

BTW: The Samaa-EBM is the most unique ship I've seen in a while, those cables connecting on the ship is pure art!
Title: Re: [0.7.2a] The P9 Colony Group - Faction mod (v0.46), Nexerelin & SS+ Compatible
Post by: Zudgemud on April 12, 2021, 03:57:55 PM
Updated download link with new version, most stuff functions in vanilla I think but I have not done any nexerelin playtesting. The silverfish ship is still a POS mostly useful for playing tennis with frigates, the Eyfel is still lacklustre.

I completely understand I have twins on the way!!
Placeholder garbage no worries! I know people will be interested trust me on you slowly update and work on it when you have time no rush I just wanted to know why it fell so hard in 2016. It's a great mod.

Glad you liked it, and good luck with the twins, if you need recommendations on diapers send me another PM.  ;)
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), maybe Nexerelin Compatible!
Post by: FlameBearer on April 12, 2021, 04:05:56 PM
whoops

Wow, ngl, this is a power move, I approve.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), maybe Nexerelin Compatible!
Post by: Zudgemud on April 12, 2021, 04:29:28 PM
Ok, so it crashes for me when entering the Tolp system in Nexerelin, so apparently it is no longer nex compatible, bleh.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), maybe Nexerelin Compatible!
Post by: Flacman3000 on April 12, 2021, 04:32:37 PM
serious power move right there! yes, I was confused why you mentioned the version prior to the one today was 0.91a compatible as I was crashing instantly upon sector generation! Currently looking forward to you fixing the 0.95a at the very least for nex users and maybe I can help make it backwards compatible with 0.91a for those still on it?
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), maybe Nexerelin Compatible!
Post by: RemnantAI on April 12, 2021, 07:33:53 PM
Ok, so it crashes for me when entering the Tolp system in Nexerelin, so apparently it is no longer nex compatible, bleh.


WOW thank you. Initially when I saw the thread necroed I thought what a cool looking mod, oh... I'll never get to play it.
It's amazing how awesome the Starsector community is.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), not Nexerelin Compatible
Post by: Vherkin on April 12, 2021, 08:08:22 PM
My god, that mod look amazing ! =D
The ships are just gorgeous !
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), not Nexerelin Compatible
Post by: Flacman3000 on April 12, 2021, 08:22:10 PM
My god, that mod look amazing ! =D
The ships are just gorgeous !

I know right man! his ships are so beautiful it's ridiculous, how can you not love those ship designs! Couldn't let this mod be forgotten.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), maybe Nexerelin Compatible!
Post by: Zudgemud on April 12, 2021, 10:08:52 PM
serious power move right there! yes, I was confused why you mentioned the version prior to the one today was 0.91a compatible as I was crashing instantly upon sector generation! Currently looking forward to you fixing the 0.95a at the very least for nex users and maybe I can help make it backwards compatible with 0.91a for those still on it?

It might be as simple as changing the mod description file (the non folder in the on folder) with notepad. One just writes starsector version 1.9.1a instead of 1.95a. I might be incorrect on the actual version names though.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), not Nexerelin Compatible
Post by: Tartiflette on April 12, 2021, 11:13:43 PM
Glad to see you back!  ;)
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), not Nexerelin Compatible
Post by: Zudgemud on April 13, 2021, 06:13:44 AM
I think the problem with nexerelin not working might be due to the faction fleet list being outdated and referring to old fighter wings as ships or something. I'll try to fix this during the week. 
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), not Nexerelin Compatible
Post by: Zudgemud on April 14, 2021, 05:55:06 AM
Fixed the Nexerelin bug, so now it works with Nexerelin again. Also did some balance passes due to the new skill system (basically more flux) and fixed some gun layouts (some were just awful).

Download new Nexerelin compatible version with the link below.
https://www.mediafire.com/file/cqn4bho1d929a4y/pn51.zip/file
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zane0 on April 14, 2021, 10:20:12 AM
Cool! Will check this out.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), not Nexerelin Compatible
Post by: Littlepi on April 14, 2021, 12:28:07 PM
Fixed the Nexerelin bug, so now it works with Nexerelin again. Also did some balance passes due to the new skill system (basically more flux) and fixed some gun layouts (some were just awful).

Download new Nexerelin compatible version with the link below.
https://www.mediafire.com/file/cqn4bho1d929a4y/pn51.zip/file

Throws me an error when updating on current save from pn50.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), not Nexerelin Compatible
Post by: Zudgemud on April 14, 2021, 12:48:44 PM
Fixed the Nexerelin bug, so now it works with Nexerelin again. Also did some balance passes due to the new skill system (basically more flux) and fixed some gun layouts (some were just awful).

Download new Nexerelin compatible version with the link below.
https://www.mediafire.com/file/cqn4bho1d929a4y/pn51.zip/file

Throws me an error when updating on current save from pn50.

Hmm, do you run Nexerelin and could you post the error from the starsector log? I guess there might be some save incompatibility since I had to convert an old fighter wing into a frigate to fix the Nexerelin crash. The .50 version crashed any time you entered a P9 system in Nexerelin and forced a mining fleet to spawn. That mining fleet had a mining wing that was somehow not playing nice with the game.

If you want the old 0.50 version just ask.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.50), not Nexerelin Compatible
Post by: Littlepi on April 14, 2021, 12:56:35 PM
Fixed the Nexerelin bug, so now it works with Nexerelin again. Also did some balance passes due to the new skill system (basically more flux) and fixed some gun layouts (some were just awful).

Download new Nexerelin compatible version with the link below.
https://www.mediafire.com/file/cqn4bho1d929a4y/pn51.zip/file

Throws me an error when updating on current save from pn50.

Hmm, do you run Nexerelin and could you post the error from the starsector log? I guess there might be some save incompatibility since I had to convert an old fighter wing into a frigate to fix the Nexerelin crash. If you want the old 0.50 version just ask.

Quote
1394412 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing with id [pn_mlmv_wing] not found for faction [pn_colony]
java.lang.RuntimeException: Fighter wing with id [pn_mlmv_wing] not found for faction [pn_colony]
Is there any other substantial change in 51? Can you make a save compatible version if there is? 50 works fine.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zudgemud on April 14, 2021, 01:15:11 PM
Fixed the Nexerelin bug, so now it works with Nexerelin again. Also did some balance passes due to the new skill system (basically more flux) and fixed some gun layouts (some were just awful).

Download new Nexerelin compatible version with the link below.
https://www.mediafire.com/file/cqn4bho1d929a4y/pn51.zip/file

Throws me an error when updating on current save from pn50.

Hmm, do you run Nexerelin and could you post the error from the starsector log? I guess there might be some save incompatibility since I had to convert an old fighter wing into a frigate to fix the Nexerelin crash. If you want the old 0.50 version just ask.

Quote
1394412 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing with id [pn_mlmv_wing] not found for faction [pn_colony]
java.lang.RuntimeException: Fighter wing with id [pn_mlmv_wing] not found for faction [pn_colony]
Is there any other substantial change in 51? Can you make a save compatible version if there is? 50 works fine.

The difference is mainly that I buffed the flux cap of most ships with 400-4000 depending on ship size and performance. This was to compensate for changes in how many caps that could be added to ships. Other things were that I actually gave all ships with fighter bays real fighters (and gave the Eyfel it's two fighter slots), made one of the fighters into a xyphos like defensive fighter and fixed several standard fits that made no sense or had weapon groups that was set improperly.

If you would like those changes in your save I could try to make a custom version for you tomorrow.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zudgemud on April 14, 2021, 01:41:07 PM
A DIY for making that custom version would probably be the following:
From pn/data/hulls in .51 to same folder in .50 take, ship_data.csv and pn_eyfel.ship and replace
From pn/data/variants in .51 to same folder in .50, take all ships variants (but not fighter variants) and replace with updated content

That should probably work for you.
 
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Littlepi on April 14, 2021, 02:26:29 PM
A DIY for making that custom version would probably be the following:
From pn/data/hulls in .51 to same folder in .50 take, ship_data.csv and pn_eyfel.ship and replace
From pn/data/variants in .51 to same folder in .50, take all ships variants (but not fighter variants) and replace with updated content

That should probably work for you.
Thanks much!
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Lprsti99 on April 14, 2021, 06:45:18 PM
The P9 Taalas (minitachs) have 50 range, where I assume they're meant to have 500   :P
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Flacman3000 on April 14, 2021, 11:41:30 PM
Really happy to see you updating this man rock on! I got it working in 0.91a but I get crashes from time to time for now.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zudgemud on April 15, 2021, 01:08:47 AM
Really happy to see you updating this man rock on! I got it working in 0.91a but I get crashes from time to time for now.

Post the crash log and I could probably tell you why it crashes and possibly how to fix it.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Thedudemans on April 15, 2021, 05:27:33 AM
The Samaa-EBM buy/sell price it bugged, 70k to buy and 30k to sell with no d-mods.
I'm really liking the way this plays so far.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zudgemud on April 15, 2021, 09:27:58 AM
Well it's no Paragon but that do seem like quite the discount. I'll go through the prices to see way else I might have mispriced.

Thanks for the feedback.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Cirind on April 15, 2021, 10:56:22 AM
Lovely mod :D. Especially love ships designs.

Tho it appears that for some reasons P9 Nexus is causing crashes if you hover your mouse over it.

Here have the log: https://drive.google.com/drive/folders/1wgksGW_SF82sl5w35fZ4oS0svXyC6YUd?usp=sharing
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: mkire on April 16, 2021, 04:44:33 PM
+1 to the mouse over p9 nexus causing a crash, something about a nanoforge

error log
361987 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.campaign.econ.industries.pn_nexus.applyNanoforgeEffects()V
java.lang.NoSuchMethodError: data.campaign.econ.industries.pn_nexus.applyNanoforgeEffects()V
   at data.campaign.econ.industries.pn_nexus.apply(pn_nexus.java:50)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.reapply(BaseIndustry.java:585)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:956)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.interface.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.U.o?0000(Unknown Source)
   at com.fs.starfarer.ui.U.processInput(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.D.oooO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: garfu on April 18, 2021, 02:49:31 PM
Here's a temporary .jar that fixes the crash until the author officially patches it:

Place in \pn\jars\


(will remove this post after an official update)

edit: fixed
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Flacman3000 on April 19, 2021, 02:15:59 AM
Here's a temporary .jar that fixes the crash until the author officially patches it: https://garfu.dev/PN.jar

Place in \pn\jars\

(will remove this post after an official update)

Thanks man! I owe you one!
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: ApolloStarsector on April 19, 2021, 03:53:01 PM
Wow. One look at these incredible sprites and I had to download.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zane0 on April 19, 2021, 11:27:51 PM
Here's my feedback after a short time with the campaign and some cheating to play around with some of the more expensive ships. I haven't had really very much playtime on the whole so take with a grain of salt.

The p9 design/fleet 'doctrine' that I am trying to inferentially work out while playing is potentially interesting. Small number of turrets, good shields, low armor/hull, very high flux dissipation, but very bad venting. Minimal PD. Frigates are fast; but destroyers, cruisers, battleships are comparatively slow and unmaneuverable.

Most interesting is the implicit synergy between a lot of the PD-less ships that effectively exist and specialized PD platforms like the SNZ-PD and AGG-R.

But also some general design issues:

Frigates are pretty divergent. The Sike outclasses everything. Super fast, three medium turrets, enormous flux dissipation. Its only weakness is very fragile armor/hull. Some other frigates like the RS-class seem more in-line with vanilla balance. Still other frigates like the tartiff 'gell' frigate have no shields and instead regenerating armor; which isn't very thematic in my opinion. The Sike seems like the obvious winner in 80% of situations; it isn't an elite ship; it is plentiful in the campaign; it doesn't have very high price or supply cost.

Broader divergences between frigate and destroyers. Frigates are fast and manouverable. Destroyers, cruisers, battleships, meanwhile, are comparatively slow for their class. Low amount of turrets means a tendency for ships to be 'upgunned.' Medium turrets on frigates. Large turrets on destroyers and above. This makes frigates OP and destroyers and above actually kind of underpowered. The Sike (as mentioned before) is OP. It is capable of outranging and outmanouvering almost any standard frigate you can expect to encounter in the early campaign. I can easily take on 5 pirate frigates with 1 Sike. But SL-T2 destroyers meanwhile have pretty middling speed and maneuverability and only two large turrets with narrow angle of fire. This is a ship that has difficulty exploiting opportunities (no missiles) and is easy to outflank and destroy. SL-T3 destroyer seems somewhat better balanced (1 large, 2 small; higher top speed?) but still has issues with the low number of turrets.

I think the general design philosophy that is holding this all together is that low turret mounts encourages high flux energy weapons; which then requires (potentially imbalanced) high flux dissipation; which is then hopefully compensated for by lower weapon variability (few missiles; few kinetic/explosive; narrow angles). But this is a very tricky balance that doesn't really work as presently constituted. Overall: early frigate/destroyer gameplay has a pretty off-kilter balance. It doesn't feel that the main fleet elements are generally complementing or synergizing with each other. Sikes dominate while SL-T2s and T3s are sort of left behind. In a softer way, it doesn't really feel like the coherent design/fleet 'doctrine' of a relatively small colony. If the Sike is nerfed everything might feel different.

I think the ultimate solution is to create more turrets on many of these ships and scaling back the upgunning; maybe limit a lot of them energy; bring stats more into line with general high-tech fleet profile; expand more upon the synergy with specialized PD ships.

Some more specific issues:

- Lancer Destroyer: Almost a suicide ship. Extremely dangerous special ability that shoots this ship forward and discharges its forward beam for 5-10 seconds. The extremely narrow profile, the general destroyer sluggishness, and the extremely narrow turret angles creates incredible vulnerabilities.

- There is a destroyer/cruiser phase ship (I forget the name) that is probably too slow to be of much use.

- Samaa-DSI Battleship: many of the issues with the SL-T2/T3 destroyers are recurrent here. Again very few slots for its class; thematic; but weak for a battleship; low/no missiles means difficulty pressuring and exploiting. There is a large turret mount with narrow angle facing completely backwards that is close to useless. These problems are all somewhat compensated for with a built-in 'Tachyon Ray'--same visual effect as small salaa laser--which will typically overload the shields on any class of ship. Almost certainly OP. But the battleship, on its own terms, is peculiarly both OP and underpowered. Because it has so few slots it has difficulty exploiting the shields it downs.

- p9 weapons mostly have good custom descriptions; but they don't have their own p9 design type designation; missing description on some special weapons like the tachyon ray; improper usage of it's and its in most descriptions (a pet peeve; w/e).

- I don't like the visual effect of the Salaa laser; dull from long camera distance; should ideally be more vibrant. It's an effect that is repeated on a number of other p9 weapons.

- The visual effect on the SKV cannon is dark to the point that it is somewhat hard to see. Low amount of turrets encourages energy weapons; so many ships using P9 weapons will use the SKV.

- P9 talaa laser is a beam with only 50 range; it seems impossible for this to have a use other than to be placed on the lancer suicide ship. I don't really like any of it.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zudgemud on April 20, 2021, 03:43:06 AM
Great feedback, thanks a lot! I'll go through it piecemeal.

Here's my feedback after a short time with the campaign and some cheating to play around with some of the more expensive ships. I haven't had really very much playtime on the whole so take with a grain of salt.

The p9 design/fleet 'doctrine' that I am trying to inferentially work out while playing is potentially very interesting. Small number of turrets, good shields, low armor/hull, very high flux dissipation, but very bad venting. Minimal PD. Frigates are fast; but destroyers, cruisers, battleships are comparatively slow and unmaneuverable.

Frigates, low armor combat destroyers and low armor combat cruisers were supposed to be fast for their class. PD platforms are supposed to be somewhat lower speed as they are mostly there to escort larger slower ships, but the problem there is that they are too slow to support the fast killers that also lack PD. I'll see if I can maybe boost the speed on some stuff.

Quote
Most interesting is the implicit synergy between a lot of the PD-less ships that effectively exist and specialized PD platforms like the SNZ-PD and AGG-R.

But also some general design issues:

Frigates are pretty divergent. The Sike outclasses everything. Super fast, three medium turrets, enormous flux dissipation. Its only weakness is very fragile armor/hull. Some other frigates like the RS-class seem more in-line with vanilla balance. Still other frigates like the tartiff 'gell' frigate have no shields and instead regenerating armor; which isn't very thematic in my opinion. The Sike seems like the obvious winner in 80% of situations; it isn't an elite ship; it is plentiful in the campaign; it doesn't have very high price or supply cost.

Broader divergences between frigate and destroyers. Frigates are fast and manouverable. Destroyers, cruisers, battleships, meanwhile, are comparatively slow for their class. Low amount of turrets means a tendency for ships to be 'upgunned.' Medium turrets on frigates. Large turrets on destroyers and above. This makes frigates OP and destroyers and above actually kind of underpowered. The Sike (as mentioned before) is OP. It is capable of outranging and outmanouvering almost any standard frigate you can expect to encounter in the early campaign. I can easily take on 5 pirate frigates with 1 Sike. But SL-T2 destroyers meanwhile have pretty bad speed and maneuverability and only two large turrets with narrow angle of fire. This is a ship that has difficulty exploiting opportunities (no missiles) and is easy to outflank and destroy. SL-T3 destroyer seems somewhat better balanced (1 large, 2 small; higher top speed?) but still has issues with the low number of turrets.

The Sike and partially RS was supposed to have terrible combat stamina to compensate, but it turns out that I somehow have set the peak performance time quite high compared to 0.95 vanilla. So that will indeed eat a nerf, I'll probably up the cost/support profile of the Sike too. In general all support profiles ad cost profiles have not been reviewed since this mod went into hibernation several years ago. The gel frigate was supposed to be the prototype of a line of gel ships or a subfaction for the mod, but I never finishied any other gel ships or the subfaction so it is just that one for now. I mostly just kept it in faction because Tartiflette made it work so nicely and I myself think it is pretty fun to use the ship system to bounce enemy ships into my own lines

Quote
I think the general design philosophy that is holding this all together is that low turret mounts encourages high flux energy weapons; which then requires (potentially imbalanced) high flux dissipation; which is then hopefully compensated for by lower weapon variability (few missiles; few kinetic/explosive; narrow angles). But this is a very tricky balance that doesn't really work as presently constituted. Overall: early frigate/destroyer gameplay has a pretty off-kilter balance. It doesn't feel that the main fleet elements are generally complementing or synergizing with each other. Sikes dominate while SL-T2s and T3s are sort of left behind. In a softer way, it doesn't really feel like the coherent design/fleet 'doctrine' of a relatively small colony. If the Sike is nerfed everything might feel different.

The bolded part is generally what I intended yes. In my brief experience this patch the destroyers still seem to work pretty OK in the players hands especially if you fit some vanilla weapons there too (like large missiles on the SL-t2). But I agree that they do feel a bit lacklustre atm.


Quote
Some more specific issues:

- Lancer Destroyer: Almost a suicide ship. Extremely dangerous special ability that shoots this ship forward and discharges its forward beam for 5-10 seconds. The extremely narrow profile, the general destroyer sluggishness, and the extremely narrow turret angles creates incredible vulnerabilities.

Yes it is terrible in the current iteration, both for AI use and player use, I have plans to make the current one into some novelty ship obtainable via bounties while remaking the old one to a more standard ship of the line with 3 medium turrets in the middle space. Though I must say reinforced bulkheads and the skill which reduced damage per D-mod had pretty good synergy with this ship in my very brief Nex trial...

Quote
- There is a destroyer/cruiser phase ship (I forget the name) that is probably too slow to be of much use.

The Korlo cruiser? Yes, it probably needs a speed boost, it's current speed was more appropriate when you could stack two or three speed mods on ships ~3 patches ago.

The Cyz destroyer? It seems to work pretty well but could maybe use a slight speed boost?

The Eyfel battleship? Yes, its a slow huge blob. The current placeholder ship system makes it a bit more mobile though.

The Cimex carrier and the Tick hauler are indeed slow though, but they are not supposed to be frontline ships anyway so it's mostly ok.


Quote
- Samaa-DSI Battleship: many of the issues with the SL-T2/T3 destroyers are recurrent here. Again very few slots for its class; thematic; but weak for a battleship; low/no missiles means difficulty pressuring and exploiting. There is a large turret mount with narrow angle facing completely backwards that is close to useless. These problems are all somewhat compensated for with a built-in 'Tachyon Ray'--same visual effect as small salaa laser--which will typically overload the shields on any class of ship. Almost certainly OP. But the battleship, on its own terms, is peculiarly both OP and underpowered. Because it has so few slots it has difficulty exploiting the shields it downs.

It is essentially a gimmick support ship not meant to solo stuff. If you fly it yourself you still need a fleet to actually kill the stuff you disable. I agree that it is somewhat OP but, only in the players hands with the right fleet to support it, as the AI is pretty bad at both picking good targets for overloading and to exploit the overloads. Not sure how to fix it without actually destroying the gimmick. The large slot in the back is basically to have some big sized PD that can mess up smaller frigates that outflank the shield coverage, simply so that you do not get humiliated by hounds too often.

Quote
- p9 weapons mostly have good custom descriptions; but they don't have their own p9 design type designation; missing description on some special weapons like the tachyon ray; improper usage of it's and its in most descriptions (a pet peeve; w/e).

I'll go through the descriptions. Though I'm not a native speaker and I suck at grammar so I'll probably miss something again.

Quote
- I don't like the visual effect of the Salaa laser; dull from long camera distance; should ideally be more vibrant. It's an effect that is repeated on a number of other p9 weapons.

- The visual effect on the SKV cannon is dark to the point that it is somewhat hard to see. Low amount of turrets encourages energy weapons; so many ships using P9 weapons will use the SKV.

I'll note that down and see if it can be improved.

Quote
- P9 talaa laser is a beam with only 50 range; it seems impossible for this to have a use other than to be placed on the lancer suicide ship. I don't really like any of it.

I'll set it to something more usable like 400 or so.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zudgemud on April 22, 2021, 01:06:26 PM
Here's a temporary .jar that fixes the crash until the author officially patches it: https://garfu.dev/PN.jar

Place in \pn\jars\

(will remove this post after an official update)

Just wanted to say that i posted this temporary hotfix by garfu in the OP too. I will probably release a real update this weekend that fixes both this Nexus bug and other issues. But this fix works and is savegame compatible.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zudgemud on April 28, 2021, 05:03:34 AM
So I updated the mod a bit.

The Nexus bug is fixed! I deleted the nexus, it filled no purpose except crashing the game and it's removal should not impact the game at all.

I remade the Kaala cruiser into a more standard brawler cruiser, it now looks like the image below and recived two medium hybrids and one large energy, all with very good coverage. While the AI still cant really handle the ship system properly it now sometimes does a fabulous retreat that murders things in front of it, and in my playtesting this annihilated an enemy Falcon P once so at least it is useful sometimes.
(https://i.imgur.com/laXdWDl.png)

Some guns and missiles that behaved badly in the AIs hands have now been fixed so that the AI uses them properly (thanks Mesotronik!).

Ships, guns, fits and fleet compositions have been rebalanced again. Generally support ships were given more speed, ships were given enough flux vent to handle their standard loadouts and the Korlo was made a bit faster to compensate for hullmods lost from previous versions. The Sike ate big nerfs in deployment time and cost, and lesser nerfs in support profile and rarity.

The Tolp system has been remade again and if you start a new game Tolp III has become a much juicier target.

The update can be downloaded by the link below.
https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file (https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file)
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52), Nexerelin Compatible again!
Post by: Jet Black on April 28, 2021, 06:34:49 AM
This is going in my next playthrough for sure, amazing!
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Flacman3000 on April 28, 2021, 03:52:48 PM
So I updated the mod a bit.

The Nexus bug is fixed! I deleted the nexus, it filled no purpose except crashing the game and it's removal should not impact the game at all.

I remade the Kaala cruiser into a more standard brawler cruiser, it now looks like the image below and recived two medium hybrids and one large energy, all with very good coverage. While the AI still cant really handle the ship system properly it now sometimes does a fabulous retreat that murders things in front of it, and in my playtesting this annihilated an enemy Falcon P once so at least it is useful sometimes.
(https://i.imgur.com/laXdWDl.png)

Some guns and missiles that behaved badly in the AIs hands have now been fixed so that the AI uses them properly (thanks Mesotronik!).

Ships, guns, fits and fleet compositions have been rebalanced again. Generally support ships were given more speed, ships were given enough flux vent to handle their standard loadouts and the Korlo was made a bit faster to compensate for hullmods lost from previous versions. The Sike ate big nerfs in deployment time and cost, and lesser nerfs in support profile and rarity.

The Tolp system has been remade again and if you start a new game Tolp III has become a much juicier target.

The update can be downloaded by the link below.
https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file (https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file)

Can I make this version compatible with 0.91a?
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Hellya on April 28, 2021, 04:23:25 PM
So I updated the mod a bit.

The Nexus bug is fixed! I deleted the nexus, it filled no purpose except crashing the game and it's removal should not impact the game at all.

I remade the Kaala cruiser into a more standard brawler cruiser, it now looks like the image below and recived two medium hybrids and one large energy, all with very good coverage. While the AI still cant really handle the ship system properly it now sometimes does a fabulous retreat that murders things in front of it, and in my playtesting this annihilated an enemy Falcon P once so at least it is useful sometimes.
(https://i.imgur.com/laXdWDl.png)

Some guns and missiles that behaved badly in the AIs hands have now been fixed so that the AI uses them properly (thanks Mesotronik!).

Ships, guns, fits and fleet compositions have been rebalanced again. Generally support ships were given more speed, ships were given enough flux vent to handle their standard loadouts and the Korlo was made a bit faster to compensate for hullmods lost from previous versions. The Sike ate big nerfs in deployment time and cost, and lesser nerfs in support profile and rarity.

The Tolp system has been remade again and if you start a new game Tolp III has become a much juicier target.

The update can be downloaded by the link below.
https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file (https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file)

You son of a *****, you had me at "missiles behaving badly". At least that is how I read it.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52), Nexerelin Compatible again!
Post by: Hellya on April 28, 2021, 05:45:14 PM
Sl-t3 has a max burn of 5, is that right?
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52), Nexerelin Compatible again!
Post by: Zudgemud on April 28, 2021, 09:11:06 PM
Sl-t3 has a max burn of 5, is that right?

It is not supposed to have that, I assume I have fat fingered that. Thanks for notifying me, all burn speeds are now set to vanilla.

Updated version can be found in the following link.

https://www.mediafire.com/file/9fkjtql3gu9iyhy/pn52a.zip/file (https://www.mediafire.com/file/9fkjtql3gu9iyhy/pn52a.zip/file)
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52), Nexerelin Compatible again!
Post by: Hellya on April 29, 2021, 12:05:05 AM
Sl-t3 has a max burn of 5, is that right?

It is not supposed to have that, I assume I have fat fingered that. Thanks for notifying me, all burn speeds are now set to vanilla.

Updated version can be found in the following link.

https://www.mediafire.com/file/9fkjtql3gu9iyhy/pn52a.zip/file (https://www.mediafire.com/file/9fkjtql3gu9iyhy/pn52a.zip/file)

NP and thanks for the update. I noticed none of the bp's are dropping from the usual places for bp's. It could be a nex thing, maybe not though.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Zudgemud on April 29, 2021, 01:46:05 AM
So I updated the mod a bit.

The Nexus bug is fixed! I deleted the nexus, it filled no purpose except crashing the game and it's removal should not impact the game at all.

I remade the Kaala cruiser into a more standard brawler cruiser, it now looks like the image below and recived two medium hybrids and one large energy, all with very good coverage. While the AI still cant really handle the ship system properly it now sometimes does a fabulous retreat that murders things in front of it, and in my playtesting this annihilated an enemy Falcon P once so at least it is useful sometimes.
(https://i.imgur.com/laXdWDl.png)

Some guns and missiles that behaved badly in the AIs hands have now been fixed so that the AI uses them properly (thanks Mesotronik!).

Ships, guns, fits and fleet compositions have been rebalanced again. Generally support ships were given more speed, ships were given enough flux vent to handle their standard loadouts and the Korlo was made a bit faster to compensate for hullmods lost from previous versions. The Sike ate big nerfs in deployment time and cost, and lesser nerfs in support profile and rarity.

The Tolp system has been remade again and if you start a new game Tolp III has become a much juicier target.

The update can be downloaded by the link below.
https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file (https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file)

Can I make this version compatible with 0.91a?

To make it compatible with 0.91 you simply edit the mod_info file with notepad or something. The specific thing to edit is "gameVersion":"0.95a-RC12",
to
 "gameVersion":"0.91a",


NP and thanks for the update. I noticed none of the bp's are dropping from the usual places for bp's. It could be a nex thing, maybe not though.

Will check up on that, I just know that you get the blueprints if you start as the P9 faction in Nexerelin but I have not extensively playtested it in Nexerelin so there might be some spawning issues.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Flacman3000 on April 29, 2021, 07:29:14 AM
Awesome man thanks for everything! I just have one question is there a specific reason your mod is easily back portable from a 0.95a version? Because most other faction mods I see explain that making the new updates reverse compatible is complicated. Is there very little you touch at the core level of SS that makes your mod easily backported or is this just a dirty fix and I can experience further issues on a serious run in the long run?
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on April 29, 2021, 08:40:02 AM
Awesome man thanks for everything! I just have one question is there a specific reason your mod is easily back portable from a 0.95a version? Because most other faction mods I see explain that making the new updates reverse compatible is complicated. Is there very little you touch at the core level of SS that makes your mod easily backported or is this just a dirty fix and I can experience further issues on a serious run in the long run?

You know that nice campaign integration with custom wares, colony structures, campaign layer features, weapon specific AI and ship systems that produce a glittery sphere of death etc? I don't have that because I can't code.
All my scripting is basically vanilla code copy and pasted into new script, and my whole mod structure is ripped straight from mendoncas lovely Junk Pirates mod, which is basically only vanilla things. Thus I guess my mod is moderately resilient towards patch changes that does not interfere with base game features such as sector generation or vanilla ship systems.

All I did to make it work in 0.95a from 0.91a was to change that parameter, and then delete the tachyon ray effect from the Samaa DSI laser because it crashed the game for some reason.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Flacman3000 on April 29, 2021, 10:54:10 AM
Awesome man thanks for everything! I just have one question is there a specific reason your mod is easily back portable from a 0.95a version? Because most other faction mods I see explain that making the new updates reverse compatible is complicated. Is there very little you touch at the core level of SS that makes your mod easily backported or is this just a dirty fix and I can experience further issues on a serious run in the long run?

You know that nice campaign integration with custom wares, colony structures, campaign layer features, weapon specific AI and ship systems that produce a glittery sphere of death etc? I don't have that because I can't code.
All my scripting is basically vanilla code copy and pasted into new script, and my whole mod structure is ripped straight from mendoncas lovely Junk Pirates mod, which is basically only vanilla things. Thus I guess my mod is moderately resilient towards patch changes that does not interfere with base game features such as sector generation or vanilla ship systems.

All I did to make it work in 0.95a from 0.91a was to change that parameter, and then delete the tachyon ray effect from the Samaa DSI laser because it crashed the game for some reason.

Well, all things considered your mod isn't less sophisticated in my eyes.

BTW Hail Satan My Friend! I've taken that ship and integrated it lol as a rare ship bp for now just for fun. It's not broken either as into OP I'm happy with it! And I just realized your SHIP blueprint packages have a *** low price, it's comparable to buying a fighter LPC. Perhaps you can tune up those BP's a lot considering the tech may be above TT prices. And the ships themselves are relatively inexpensive. Perhaps you can add-flux capacity across the board to increase their reliability and increase their price? Better yet pump up the shield flux damage below the average high tech ship showing how efficient the shields are yet they have no major capacity (this will increase reliability without increasing an outrageous onslaught of support fire) most of your ships are 0.8 maybe putting them more in the 0.4 to 0.7 range would be better for such a display of tech?

Also, this is purely opinion have you considered making a new flag for the faction the orb does speak to the distinctive ships but not much else.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on April 29, 2021, 12:02:15 PM
Well, all things considered your mod isn't less sophisticated in my eyes.

Thanks for the compliment, I'm glad you enjoy it.

Quote
BTW Hail Satan My Friend! I've taken that ship and integrated it lol as a rare ship bp for now just for fun. It's not broken either as into OP I'm happy with it!

I made that as a special bounty, but it is wholly made from cycerins Templar mod and goes with that theme, so it felt wrong to include it in this mod.


Quote
And I just realized your SHIP blueprint packages have a *** low price, it's comparable to buying a fighter LPC. Perhaps you can tune up those BP's a lot considering the tech may be above TT prices.

I'll look into it, such bargains was not intended.


Quote
And the ships themselves are relatively inexpensive. Perhaps you can add-flux capacity across the board to increase their reliability and increase their price? Better yet pump up the shield flux damage below the average high tech ship showing how efficient the shields are yet they have no major capacity (this will increase reliability without increasing an outrageous onslaught of support fire) most of your ships are 0.8 maybe putting them more in the 0.4 to 0.7 range would be better for such a display of tech?

I have considered to increase shield efficiency before as an alternative to flux capacity but then I found it hard to not make them either horribly OP against vanilla or make it hard to fire vanilla or other mod weapons due to the compensatory low flux caps. I'm decently satisfied with their fragility atm, keeps them somewhat balanced against vanilla despite having ridiculous vent rates.


Quote
Also, this is purely opinion have you considered making a new flag for the faction the orb does speak to the distinctive ships but not much else.

Yes I totally agree, it have been on my P9 to-do list for years, something cleaner and more flag like. Maybe I should bump that up a bit on the to do list...
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.51), Nexerelin Compatible again!
Post by: Hellya on April 29, 2021, 03:58:59 PM
So I updated the mod a bit.

The Nexus bug is fixed! I deleted the nexus, it filled no purpose except crashing the game and it's removal should not impact the game at all.

I remade the Kaala cruiser into a more standard brawler cruiser, it now looks like the image below and recived two medium hybrids and one large energy, all with very good coverage. While the AI still cant really handle the ship system properly it now sometimes does a fabulous retreat that murders things in front of it, and in my playtesting this annihilated an enemy Falcon P once so at least it is useful sometimes.
(https://i.imgur.com/laXdWDl.png)

You do get some bp's. They are I believe a few from each hull size except capitals and some weapons. Still looking for capitals, various other ships, and weapons.

Some guns and missiles that behaved badly in the AIs hands have now been fixed so that the AI uses them properly (thanks Mesotronik!).

Ships, guns, fits and fleet compositions have been rebalanced again. Generally support ships were given more speed, ships were given enough flux vent to handle their standard loadouts and the Korlo was made a bit faster to compensate for hullmods lost from previous versions. The Sike ate big nerfs in deployment time and cost, and lesser nerfs in support profile and rarity.

The Tolp system has been remade again and if you start a new game Tolp III has become a much juicier target.

The update can be downloaded by the link below.
https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file (https://www.mediafire.com/file/j08kk2glycvq81t/pn52.zip/file)

Can I make this version compatible with 0.91a?

To make it compatible with 0.91 you simply edit the mod_info file with notepad or something. The specific thing to edit is "gameVersion":"0.95a-RC12",
to
 "gameVersion":"0.91a",


NP and thanks for the update. I noticed none of the bp's are dropping from the usual places for bp's. It could be a nex thing, maybe not though.

Will check up on that, I just know that you get the blueprints if you start as the P9 faction in Nexerelin but I have not extensively playtested it in Nexerelin so there might be some spawning issues.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: ThePinkPanzer on April 29, 2021, 04:52:59 PM
If you need a flag done I do graphic design, could help you out gladly.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Flacman3000 on April 30, 2021, 01:35:36 AM
Did you ever find it an issue that the sks small mount cannon was on average extremely huge compared to most small mounts? Perhaps reducing the size by a margin of 25% would work better as I can't tell the difference in size from the sks to medium weapons. it just seems awkward on ships with many small mounts, they start overlapping, unfortunately. Maybe equalizing sizes by 25% across the board for the cannon series of weapons.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Alkin on April 30, 2021, 06:14:57 AM
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Flacman3000 on April 30, 2021, 06:26:42 AM
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted

Are you on the latest version? He previously removed the nexus but the update might not be save compatible in your case.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Alkin on April 30, 2021, 06:28:28 AM
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted

Are you on the latest version? He previously removed the nexus but the update might not be save compatible in your case.

Yes, updated today, on the RC-15 on 95a
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Flacman3000 on April 30, 2021, 06:36:27 AM
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted

Are you on the latest version? He previously removed the nexus but the update might not be save compatible in your case.

Yes, updated today, on the RC-15 on 95a

If you did so today and the issue has arisen I'm going to bet my life on the fact that it's because your on a save that had the previous version on it.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Alkin on April 30, 2021, 06:37:44 AM
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted

Are you on the latest version? He previously removed the nexus but the update might not be save compatible in your case.

Yes, updated today, on the RC-15 on 95a

If you did so today and the issue has arisen I'm going to bet my life on the fact that it's because your on a save that had the previous version on it.

Nope, new save, just made another one without the mod and scrolling and no crash
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Flacman3000 on April 30, 2021, 06:43:54 AM
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted

Are you on the latest version? He previously removed the nexus but the update might not be save compatible in your case.

Yes, updated today, on the RC-15 on 95a

If you did so today and the issue has arisen I'm going to bet my life on the fact that it's because your on a save that had the previous version on it.

Nope, new save, just made another one without the mod and scrolling and no crash

Then unfortunately this is beyond my knowledge of starsector mod troubleshooting, had this been kenshi this would have been a different story. My apologies, Zudgemud should be able to help you with that since he knows the internals about his mod. But as far as I go the mod works on 0.91a perfectly fine, I can't replicate the issue.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on May 03, 2021, 12:02:02 AM
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted
Nope, new save, just made another one without the mod and scrolling and no crash

That is very strange seeing as I deleted the nexus and all references to it. Are you sure you installed the latest 0.52a version of the mod by first deleting the old folder? If you didn't delete the old folder first and simply replaced all the contents then the pn\data\campaign folder will still contain the .csv file "industries" which refers to a non existant nexus, which will crash the game. I cant replicate your error without doing the update by "replace all contents" type of update, which is not recommended for any mod I think. I'll put a clarification of this in the OP.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Shuka on May 05, 2021, 06:00:49 AM
Was browsing the Colonies tab and was looking at structures and then this happened, not sure if it is this mod particularly but says pn.nexus and the mod is called "pn" when extracted

That is very strange seeing as I deleted the nexus and all references to it. Are you sure you installed the latest 0.52a version of the mod by first deleting the old folder? If you didn't delete the old folder first and simply replaced all the contents then the pn\data\campaign folder will still contain the .csv file "industries" which refers to a non existant nexus, which will crash the game. I cant replicate your error without doing the update by "replace all contents" type of update, which is not recommended for any mod I think. I'll put a clarification of this in the OP.

I had the same issue, deleting the old folder and installing the latest version of P9 fixed it. Cheers and thanks for the mod.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Flacman3000 on May 05, 2021, 12:24:32 PM
started using the P9 EX Burst Cannon and I got this after I crashed in the log

319352 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.if.startedChargeup(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

The gun doesn't even fire anything before it crashes.

Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on May 05, 2021, 11:50:22 PM
started using the P9 EX Burst Cannon and I got this after I crashed in the log

319352 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.if.startedChargeup(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

The gun doesn't even fire anything before it crashes.

I'm not able to replicate this error with or without the 7 mods that I have. What mods do you run and which ship did you fit the gun to? It might be incompatible with some hull specific mod or ship system or something. Alternatively some mod specific skill? And does it still occur if you reinstall the mod? I think I have tried all relevant skills in vanilla and that didn't generate a crash, unless it it some specific mix of skills.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Flacman3000 on May 06, 2021, 06:39:43 AM
it's odd I'm assuming this is unique to 0.91a so what I did was just delete the burst cannon completely from the mod and redid all references to it including ship variants and now it's working albeit no longer having that weapon. weird?
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Mr_8000 on May 15, 2021, 05:37:32 AM
(this was played on 0.95a)

I've had this mod for a bit now, and while I'm not much of a balance guy, I will drop a list of potential issues/oversights I noticed.

First off, multiple missing descriptions:
Spoiler
(https://i.imgur.com/tPXje2F.png)(https://i.imgur.com/YwvzsCj.png)(https://i.imgur.com/HyfT6VL.png)(https://i.imgur.com/HyfT6VL.png)
Ship system: (https://i.imgur.com/9GTWM3V.png)(https://i.imgur.com/IhQvTbd.png)(https://i.imgur.com/rbvu7aQ.png)
[close]
I've probably missed a few so it might be a good idea to check each one

The faction has a crest, but no logo, and it looks weird in the intel feed (also why is it called Dr? nothing in their name can be shortened to that)
Spoiler
(https://i.imgur.com/OSJXJj2.png)
[close]

You've got missing columns in the shipsystem csv, when a custom phase cloak lacks "isPhaseCloak" set to true, it fails to benefit from the ship skill. In the same vein, when your phase ships lack the "PHASE" hint (in the shipdata csv), they fail to benefit from fleetwide phase skills.

The faction weapons lack a tech/manufacturer and as such get lumped in and lost in the "common" type weapon tab.

This ship has a shield upkeep of 0.9, meaning that when your shield is up you only have 150 effective flux for your weapons, if you don't install stabilized shields (which the ai often doesn't) (might be intended, but might as well point it out)
Spoiler
(https://i.imgur.com/SN3XZMH.png)
[close]

The Samaa-DSI class appears to be built around its main beam, and as such has very few mounts. However said beam is terrible compared to the tachyon lance. On top of the mediocre (damage) stats, the long burst duration and kinetic typing mean it's effectively useless against armor (which is probably the intent, but it's also poor against shields due to low dps, and despite being terribly inefficient it still doesn't use the majority of the ship's flux). I can't tell if it arcs like the tachyon, but any additional text alluding to such functionality is missing ... oh and the entire description is missing.
Spoiler
(https://i.imgur.com/KQJ3vIQ.png)
Tach lance for reference (https://i.imgur.com/6zYse9b.png)
[close]

Overall, I like the sprites and their glass cannon/low flux capacity approach to combat, but what they really need is some polish.

EDIT:
While looking around some more I've noticed that
- the Samaa-DSI has strangely low ppt for its class at only 450
- this destroyer has infinite ppt
Spoiler
(https://i.imgur.com/usOMknd.png)
[close]
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Brightness on May 15, 2021, 03:02:55 PM
It's almost got a giger-esque feel to them. I love it!
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on May 16, 2021, 02:33:22 PM
(this was played on 0.95a)

I've had this mod for a bit now, and while I'm not much of a balance guy, I will drop a list of potential issues/oversights I noticed.

First off, multiple missing descriptions:
Spoiler
(https://i.imgur.com/tPXje2F.png)(https://i.imgur.com/YwvzsCj.png)(https://i.imgur.com/HyfT6VL.png)(https://i.imgur.com/HyfT6VL.png)
Ship system: (https://i.imgur.com/9GTWM3V.png)(https://i.imgur.com/IhQvTbd.png)(https://i.imgur.com/rbvu7aQ.png)
[close]
I've probably missed a few so it might be a good idea to check each one

The faction has a crest, but no logo, and it looks weird in the intel feed (also why is it called Dr? nothing in their name can be shortened to that)
Spoiler
(https://i.imgur.com/OSJXJj2.png)
[close]

You've got missing columns in the shipsystem csv, when a custom phase cloak lacks "isPhaseCloak" set to true, it fails to benefit from the ship skill. In the same vein, when your phase ships lack the "PHASE" hint (in the shipdata csv), they fail to benefit from fleetwide phase skills.

The faction weapons lack a tech/manufacturer and as such get lumped in and lost in the "common" type weapon tab.

This ship has a shield upkeep of 0.9, meaning that when your shield is up you only have 150 effective flux for your weapons, if you don't install stabilized shields (which the ai often doesn't) (might be intended, but might as well point it out)
Spoiler
(https://i.imgur.com/SN3XZMH.png)
[close]

The Samaa-DSI class appears to be built around its main beam, and as such has very few mounts. However said beam is terrible compared to the tachyon lance. On top of the mediocre (damage) stats, the long burst duration and kinetic typing mean it's effectively useless against armor (which is probably the intent, but it's also poor against shields due to low dps, and despite being terribly inefficient it still doesn't use the majority of the ship's flux). I can't tell if it arcs like the tachyon, but any additional text alluding to such functionality is missing ... oh and the entire description is missing.
Spoiler
(https://i.imgur.com/KQJ3vIQ.png)
Tach lance for reference (https://i.imgur.com/6zYse9b.png)
[close]

Overall, I like the sprites and their glass cannon/low flux capacity approach to combat, but what they really need is some polish.

EDIT:
While looking around some more I've noticed that
- the Samaa-DSI has strangely low ppt for its class at only 450
- this destroyer has infinite ppt
Spoiler
(https://i.imgur.com/usOMknd.png)
[close]

Thanks a lot for all the feedback and pointing out all the bugs you found! I'll try to address them all in the next patch.

As a  preliminary comment to your nice post, the DSI laser has a massive shield damage buff when it reaches full charge so it technically does instant overloads to most non paragon ships if it can catch them with it's shield up. The gun also doesn't have the tachyon effect due to the previous code crashing the game so I had to remove it. So I'll rewrite that gun and ship description for next patch, and probably buff it's ppt
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: KDR_11k on May 24, 2021, 02:38:25 PM
The Silverfish can fire beam weapons while in phase, is that intentional? Not terribly powerful since it has a fixed phase duration and generates so much flux that any significant amount of shooting will overload it but still strange.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on May 25, 2021, 01:47:48 PM
The Silverfish can fire beam weapons while in phase, is that intentional? Not terribly powerful since it has a fixed phase duration and generates so much flux that any significant amount of shooting will overload it but still strange.

Oh hey, I remember that bug! Another one to try and bash for next update.

Thanks for the feedback.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: KDR_11k on May 28, 2021, 12:28:24 AM
Oh, other oddities with the Silverfish: It can equip heavy armor despite the sensor mod claiming it's not compatible, using the ship system while in phase fails to cancel the time warp effect and it needs near-full capacitors to not overload when using its phase drive?
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on May 31, 2021, 01:18:58 AM
The Silverfish can fire beam weapons while in phase, is that intentional? Not terribly powerful since it has a fixed phase duration and generates so much flux that any significant amount of shooting will overload it but still strange.
Oh, other oddities with the Silverfish: It can equip heavy armor despite the sensor mod claiming it's not compatible, using the ship system while in phase fails to cancel the time warp effect and it needs near-full capacitors to not overload when using its phase drive?
 

Just gonna mention that in the next patch the silverfish is fixed and I made the phase a right click speed boost that replaced the current ship system, all forward facing mounts built in and high energy focus as a ship system. It also got a great increase in armor regeneration. The way the AI handles this ship currently is balls to the walls offensive and annoying, basically reckless officer mk2. Still not very powerful in AI hands (unless you have a very slow turning ship and lack anti armor damage) but much more fun to use for players.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: KDR_11k on May 31, 2021, 02:52:06 PM
It's a neat ship but you pretty much have to fit it with stuff like taala beams. Can't stick missiles on it because that just wastes the staying power from its regeneration. The beams fit in its considerable flux dissipation budget and the EMP effects reduce the return fire it takes while burning through the target's armor and hull.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: brengrad on June 13, 2021, 01:00:58 PM
Super regret adding this faction to my playthrough, Way to over powered.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Master Troano on June 14, 2021, 02:29:09 AM
Super regret adding this faction to my playthrough, Way to over powered.

What ships are you using in your fleet? I have no issue fighting P9 whatsoever. They're really squishy against fighter swarms. I have a Mayasuran Arjuna as my flagship, along with a Diable Avionics Storm Battlecarrier and a Mora. Most P9 ships melt against fighter swarms.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Drglord on June 15, 2021, 08:06:31 AM
I will second the thought this is just outright broken. I haven't even taken the ships yet but looking at the description i see multiple ships with 3000 flux vent... I don't think anything can come even close to that in firepower. But i'll admit they look great
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on June 15, 2021, 08:07:05 AM
Super regret adding this faction to my playthrough, Way to over powered.

What specifically did you think was overpowered? Generally most P9 ships are easily overwhelmed and have terrible durability, so once they get outflanked or bursted into overload they generally pop. Long range kinetics and any burst damage weapons are thus good against them, as are fighters and missiles that saturate their limited PD capabilities.

List of stuff that I know is broken OP in the current version and that is fixed in the upcoming patch:
Sike, it was always supposed to have terrible peak time to compensate for its speed and damage, but I seem to have given it way way too much peak performance time in the last update, something which is even more noticable with skills that prolong it, so I gave it terrible peak performance again (240 to 90s).
SL-t1,5p, had literally no peak performance time and could in theory outlast everything, this was fixed.
T3 cannon, gave it energy damage instead and halved the damage, still works good as a sniping weapon but is no longer just a better gauss cannon.
SKS cannon small energy gun having 950 range. This series of guns shooting streams of pink shards have now variable range on all sizes of the guns, with small, medium and large guns having 700,800 and 900 range respectively. So less spammy kiting by fast ships.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Drglord on June 15, 2021, 08:20:08 AM
I just realized you pay 1500 upkeep for the shields... Oh well i can't say until i actually try the ships. I said they LOOK OP since 3000 flux means you have 3 times the firepower of an onslaught. It's a weird way to balance that with ridiculous shield upcosts. Will see how it goes when i try them. Anyway everyone appreciates your time and effort and as i said they look amazing. Thanks
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.52a), Nexerelin Compatible again!
Post by: Zudgemud on June 15, 2021, 09:39:48 AM
I will second the thought this is just outright broken. I haven't even taken the ships yet but looking at the description i see multiple ships with 3000 flux vent... I don't think anything can come even close to that in firepower. But i'll admit they look great
I just realized you pay 1500 upkeep for the shields... Oh well i can't say until i actually try the ships. I said they LOOK OP since 3000 flux means you have 3 times the firepower of an onslaught. It's a weird way to balance that with ridiculous shield upcosts. Will see how it goes when i try them. Anyway everyone appreciates your time and effort and as i said they look amazing. Thanks

The factions ships should balance all that flux by having terrible flux capacity and various shades of low defences (generally terrible PD, terrible HP, often low armor and often huge sprites that likes to catch all the bullets). The terrible flux capacity makes them prone to overloads from spike damage and makes several low ROF weapons basically incompatible with their ships as the ships cant fire the guns without maxing out their flux cap. However, the ships do have a passive flux vent that allows them to dissipate hard flux over time, so if you don't keep up the pressure and try to go one on one with their ships they can tank quite a lot with their shields and often use their agility and firepower to wear you down. Well, this was the intent at least...

Hope you enjoy the mod!

I think I will release the next update tomorrow, it will mainly be bugfixing and balancing, still some stuff to fix and test though.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Zudgemud on June 16, 2021, 04:36:05 PM
New version (https://www.mediafire.com/file/h1x62xf4vt5senu/pn53.zip/file) is out, lots of bugfixing and some balancing.

Most important changelog:
Silverfish, it works! The AI is suicidal in it but it is a fun player ship. Upped repair rate but lowered armor, also built in all turrets and updated sprite accordingly. Now has very good staying power as long as you do not eat too much high explosive damage at once (fear harpoons, torps and hellbores!).
Sike, now has 90 second peak performance time and more flux, use it well.
SL-t1.5p, now has a normal peak performance time and more gun arc, allowing it to shoot more things at once and infront of it.
Agg-R, fixed asymmetrical turret arc.
Louse, made it more durable, now it wont lose to a mule if fit for fighting.
Kaala, fixed shield upkeep to a more reasonable setting.

T3 cannon, gave it energy damage instead and halved the damage, still works very well as a sniping weapon but is no longer just a better gauss cannon.
SK-X cannon, This series of guns shooting streams of pink shards now has variable range on all sizes of the guns, with small, medium and large guns having 700, 800 and 900 range respectively. So less spammy kiting by fast P9 ships. They have also been renamed with an S, M or L suffix to indicate mount size.

Fixed missing or faulty descriptions.
Fixed the dumb "Dr" prefix, I think, I had it listed as "personNamePrefix" but I guess that setting did not work as I thought it did?
Made a lot of minor balance changes and fixed the AI behaviour for some guns and ship systems.
Added double barrels to a couple of guns.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: envenger on June 18, 2021, 06:04:41 AM
I really like the unique looking ships, Have not tried facing them yet.

But is there any reason this mod is not in the mod index? I missed that they exists if i hadn't read the forums.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Zudgemud on June 23, 2021, 10:44:17 AM
But is there any reason this mod is not in the mod index? I missed that they exists if i hadn't read the forums.

Thanks for the reminder, I forgot that it existed and my previous release was like 5 years ago so it got scrubbed from the current list, it is placed there now though.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: megabot on July 10, 2021, 04:24:30 PM
so I apologise for asking, but i do not understand what is going on. by the lore the colony got wiped out, yet there exists some faction using these ships?(i never used the mod yet, looking trough the mod index rn)
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Zudgemud on July 11, 2021, 01:00:33 PM
so I apologise for asking, but i do not understand what is going on. by the lore the colony got wiped out, yet there exists some faction using these ships?(i never used the mod yet, looking trough the mod index rn)

The lore is that the main population center in the system was scuttled by Tri-Tachyon as a power move when the gates fell, the remaining P9 faction is from the survivors that were in the minor colonies or managed to evacuate in the limited timeframe. The lore is mostly just an excuse for why this minor high tech faction buddied up with Hegemony (which wields lots of kinetic weapons, which is extremely effective against P9) and hates Tri-Tachyon (who wields beams, which is mostly crap against P9).
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: megabot on July 12, 2021, 05:58:34 AM
ahhh i see, thank you for explaining
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: kintsu on July 19, 2021, 03:38:09 AM
Any plans to add commissioned crews support?
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Zudgemud on July 20, 2021, 01:56:16 PM
Any plans to add commissioned crews support?

Yes, it is included in the coming update, which is basically just bugfixing, some balancing and that.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: KDR_11k on July 25, 2021, 03:27:05 AM
The Samaa-DSI can, when paired with the elite shield skill, maintain its fortress shield indefinitely even under heavy fire as the hard flux dissipates faster than the system builds it up. Yes, it has that vulnerable gap in its shield at the engines (if you use the frontal conversion) but the AI can't exploit that, dunno if that's because it doesn't know or because in a regular fleet battle that area tends to be covered by other ships. I've parked the Samaa in the face of a boss Remnant from either HMI or Seeker ("false omega", not sure which mod did that), tying it up for minutes while my fleet dealt with the rest of its retinue and I only took damage from the boss's huge fighter swarms occasionally shooting that shield gap. Now, the Samaa-DSI is a wacky ship anyway with next to no weapons and that strange instant-overload beam (that doesn't seem to trigger consistently?) but still, infinite fortress shields seem  too abusable.

Also I think the P9 freighters are considered combat ships by the game and the AI will happily send them into battle. I believe they don't show up in the Civilian filter in the construction menu either. Plus the Silverfish is still classified as a Phase ship in that menu.

Gotta say the P9 aesthetic is far too unique to go with a "Tri-Tachyon splinter group" background, they look more like a completely different tech lineage than most of the rest of the sector and their unusual ship configurations also suggest a far more alien origin (or at least a high degree of separation from the rest of the sector).
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Zudgemud on July 26, 2021, 02:11:47 AM
Thanks for the feedback!

The Samaa-DSI can, when paired with the elite shield skill, maintain its fortress shield indefinitely even under heavy fire as the hard flux dissipates faster than the system builds it up. Yes, it has that vulnerable gap in its shield at the engines (if you use the frontal conversion) but the AI can't exploit that, dunno if that's because it doesn't know or because in a regular fleet battle that area tends to be covered by other ships. I've parked the Samaa in the face of a boss Remnant from either HMI or Seeker ("false omega", not sure which mod did that), tying it up for minutes while my fleet dealt with the rest of its retinue and I only took damage from the boss's huge fighter swarms occasionally shooting that shield gap.


Yes, this is a problem that is even more pronounced in my current unreleased beta version as I added commissioned crews which add a further 5% hard flux dissipation and 5% shield resistance. I have thought about simply lowering the 15% passive hard flux vent for the faction ships too but the 15% bonus stacking with shield modulation is not really a problem as heavily investing in specific high tier skills is rewarding for the player even if they kinda break many ship setups. In my own trial run I have shield modulation, P9 commissioned crews, accelerated shields, stabilized shields and hardened shields on my Kaala flagship, and I admit it's kinda ridiculous at shield tanking.

Aside from the flux dissipation I also agree that one of the main problems is the shield coverage. Too large shield coverage on large ships with good shield tanking leads to invincible ships. So limiting shield coverage, in part by removing frontal conversion is one way to do it. Another one is to limit accelerated shields which is also really fantastic on good shield tankers with Omni shields.

I have also had plans on adding a weaker version of the fortress shields to the Samaa ships, one which also increase ammo regeneration. Maybe I should just try to actually implement that now...

Quote
the Samaa-DSI is a wacky ship anyway with next to no weapons and that strange instant-overload beam (that doesn't seem to trigger consistently?).

In my experience this is due to the target ship lowering shields right before the beam reaches full charge or the beam drifting over to hull while firing. Also, I think I have forgotten to increase the flux cost of actually firing the beam.

Quote
Also I think the P9 freighters are considered combat ships by the game and the AI will happily send them into battle. I believe they don't show up in the Civilian filter in the construction menu either. Plus the Silverfish is still classified as a Phase ship in that menu.

The freighter issue is fixed in my current unreleased version, I had forgotten to place the civilian hullmod on all civilian tagged ships, only tagged them as civilian in the ship file.

The silverfish is classed as a phase ship because the right click speed boost is based on the phase system. I have no idea how to modify that classification to something else without breaking the ship.

Quote
Gotta say the P9 aesthetic is far too unique to go with a "Tri-Tachyon splinter group" background, they look more like a completely different tech lineage than most of the rest of the sector and their unusual ship configurations also suggest a far more alien origin (or at least a high degree of separation from the rest of the sector).

I agree, the lore was not even a tertiary concern when I made the mod, and the faction lore and aesthetics does not really gel that well with the current game lore. I guess I could add things about most of the weird designs being made by AIs as a solution for making ships compatible with pink glowing reactors or something.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: KDR_11k on July 26, 2021, 02:37:52 AM
In my experience this is due to the target ship lowering shields right before the beam reaches full charge or the beam drifting over to hull while firing. Also, I think I have forgotten to increase the flux cost of actually firing the beam.
I've noticed that the AI is pretty good at avoiding the damage pulse of the beam but I've had cases where there were no obstructions and no shield pulsing that still failed to cause the overload. The distortion effect on the shield hit (graphics lib?) is really big in that case but the target's flux level remains steady. Doesn't happen too often, I'd guess something like one out of four or five attacks.

Might also be useful to add some visual effect to the beam when it does its overload pulse? Since the AI seems pretty aware of that it would seem fair for a player to see it too.

I guess overall it's not TOO bad if the Samaa is good at shield tanking since it's otherwise really weak for its cost, even the instant overload beam isn't super useful in most battles with lots of smaller or lower tech opponents that you could just shield break with a main gun volley from any other battleship. An alternative might be to make its fortress shield always impenetrable but time limited and needing some time after that to regain its charges.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Zudgemud on July 26, 2021, 01:39:06 PM
I've noticed that the AI is pretty good at avoiding the damage pulse of the beam but I've had cases where there were no obstructions and no shield pulsing that still failed to cause the overload. The distortion effect on the shield hit (graphics lib?) is really big in that case but the target's flux level remains steady. Doesn't happen too often, I'd guess something like one out of four or five attacks.

Might also be useful to add some visual effect to the beam when it does its overload pulse? Since the AI seems pretty aware of that it would seem fair for a player to see it too.

I don't know why it wont overload the ships then, but I'll look into it.

Regarding the visual effects for reaching full charge, I have wanted to implement it for quite some time, but I have simply not been skilled enough to do so. However, I know some other mod had a similar thing implemented so I'll look around and see if I can copy something like that.

Also, regarding the lore and ship aesthetic I also started to rewrite some of it to make a bit more sense.
Spoiler
They are now a faction designed by and partly controlled by an AI collective of gamma cores left behind on Tolp IV after Tri Tachyon blew up Tolp II. The faction basically stays on Hegemony's good side by doing all AI requiring activities for them, that and the low grade AI cores not really having an understanding of ambition. The AIs likes the ample energy available within the P9 faction but cares less about the long term well being of humans, which is why the ships are all radiation hazards.
[close]
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: default on October 03, 2021, 11:09:16 AM
Not sure if anybody has pointed it out yet, but I have been having issues with one weapon on a specific ship. The DSI Tachyon Ray on the Samaa-DSI. Neat ship, but I can't seem to figure out how the ray "works". I noticed that the AI will collapse and immediately re-opens right before it "goes off" based on sound cue. Annoying, but oh well(other times it would decide to overload the ship even after the sound went off). Nothing to do with the weapon. What I don't get is sometimes it just doesn't do anything to shields(aside from maybe 100 soft flux). Other times I can swing it around and disable 2-3 enemy shields in one go after the sound cue goes off. Now... I really tried to figure it out. I tested if it was because missiles are in the way, or if it had to be 100% of the beam on the shield for it to work, but neither of these led to consistent results. Sometimes it works, sometimes it doesn't. This is irritating when you are banking on that particular ship being disabled for a bit, but then it fails on you. Ships die, less support. You die. Not very fun.

On a different note, but on the topic of the same weapon, there seems to be some odd interaction with high tech stations. I haven't tested it much(since I hate fighting high tech stations specifically), but whenever I would disable the shield segment, it would overload as normal, then overload again shortly after putting the shield back up. One segment did this continuously throughout the fight. I didn't have to shoot it each time, it just kind of happened on its own seemingly. Kind of confusing, honestly. It also didn't always do this.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Zudgemud on October 09, 2021, 12:45:59 PM
Not sure if anybody has pointed it out yet, but I have been having issues with one weapon on a specific ship. The DSI Tachyon Ray on the Samaa-DSI. Neat ship, but I can't seem to figure out how the ray "works". I noticed that the AI will collapse and immediately re-opens right before it "goes off" based on sound cue. Annoying, but oh well(other times it would decide to overload the ship even after the sound went off). Nothing to do with the weapon. What I don't get is sometimes it just doesn't do anything to shields(aside from maybe 100 soft flux). Other times I can swing it around and disable 2-3 enemy shields in one go after the sound cue goes off. Now... I really tried to figure it out. I tested if it was because missiles are in the way, or if it had to be 100% of the beam on the shield for it to work, but neither of these led to consistent results. Sometimes it works, sometimes it doesn't. This is irritating when you are banking on that particular ship being disabled for a bit, but then it fails on you. Ships die, less support. You die. Not very fun.

On a different note, but on the topic of the same weapon, there seems to be some odd interaction with high tech stations. I haven't tested it much(since I hate fighting high tech stations specifically), but whenever I would disable the shield segment, it would overload as normal, then overload again shortly after putting the shield back up. One segment did this continuously throughout the fight. I didn't have to shoot it each time, it just kind of happened on its own seemingly. Kind of confusing, honestly. It also didn't always do this.

First of all, I don't know what is causing the issue. The lasers script should simply multiply the damage done by 10000 or so when the beam reaches full power. I think the beam also runs at full power for a second or less. It is really a very simple script which is why I managed to make it work. The sound cue and current gun animation/visual cue are completely unlinked to the weapon script. I just made a sound and gun animation that is somewhat synched with the fire rate of the laser. This means that if a skill or something increases the fire rate enough the laser will become unsynchronized with the sound and animation.

A thing that likely is one of the causes for the bad AI use is that the charge up time messes with the default AI. As to what is causing the inconsistent shield braking one guess could be that the beamtime at full power is too short and this messes with hit registration or something, or that the script only works if you click to fire but not if you simply fire continuously.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Mr_8000 on October 09, 2021, 04:29:33 PM
I had something weird happen recently
Spoiler
(https://cdn.discordapp.com/attachments/747205852821192745/896527013169475604/screenshot776.png)
[close]
I went to their system to see if it was a bounty-only issue, but it isn't. Turns out Tolp IV was taken by another faction and so P9 lost access to heavy industry. Within their faction file they have "hightech_bp" as a fallback when importing, but they don't actually know those blueprints. While I was fixing it on my end I noticed something else however, "pn_ship_bp" (the one seen in the faction file) isn't a tag used by their ship blueprints ("pn_bp" and "pn_adv_bp" are), so anything not explicitly listed in the "hulls" portion won't be known by the faction.
Afterwards I also checked a few other files and it looks like the raala rayblaster isn't part of their weapon blueprint package, though this might be intentional.

While I'm at it, a couple of the issues I reported earlier persist. Namely, phase ships with a custom phase system still lack the "PHASE" hint meaning they aren't sorted properly in the blueprint tab nor do they interact properly with certain phase skills. P9 also still uses the same image for both their crest and logo, making their intel in the feed on the bottom left appear wide and out of place.

Finally, I can also vouch for the unreliability of the DSI Tachyon Ray that was brought up. At first I thought it was just shield flickering that was causing it, but sometimes it just doesn't feel like working.

Edit: Almost forgot, as of 0.95a phase cloak can no longer overload your ship, it just turns off. You may want to make that change to your custom phase system variations.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Zudgemud on October 09, 2021, 11:32:36 PM
Thanks a lot for the very nice investigation and bug listing, I'll look into it all. The Raala rayblaster is a weapon for their heavy fighter and is thus not supposed to be aquired by the player (real reason why it is inaccessible for the player is that I made the animation too long for the AI to handle and very prone to be unsynched with the actual firing time). Pretty fun how the blueprint issue interacted with the bounty though. :)
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: Unknown-J on November 27, 2021, 05:11:58 PM
Hey there! I love the looks of the ships in this mod and I think it's a nice little faction that I enjoy spawning as, though there is one thing that I changed that bothered me and that might bother others too. The faction in the intel tab has no description so when you're clicking through the factions it felt kind of awkward to see a faction with, "No description yet..." among all the others I had that did have descriptions, so I added the lore you wrote as their description just so there's something there whenever I go into the intel tab.
Title: Re: [0.95a] The P9 Colony Group - Faction mod (v0.53), Nexerelin Compatible again!
Post by: exuvo on December 02, 2021, 11:08:51 PM
Fails to load on linux due to case sensitive file system: Error loading [graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png] resource. The actual file is named pn_dsi_turretbase59.PNG with uppercase file ending. I just renamed it with lowercase png and it loads but you might want to fix it for the next release.
Title: Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
Post by: Zudgemud on December 23, 2021, 04:55:18 AM
New version available for download here (https://www.mediafire.com/file/femsdqv9ue9od2i/pn54.zip/file).

This version is mostly bugfixes and some other mod compatiblity that expands on the faction fluff.

Added compatiblity with the commissioned crews mod: P9 crews gives a slight passive shield dissipation bonus.
Added compatiblity with magic bounty from magiclib: Mission for a custom ship that can be found in P9 bars at level 10 assuming you are very friendly (+55 rep) with the P9 Colony group and unfriendly with Tri-Tachyon (-20 rep).

Fixed the Tartif jelly ship:
   Ship now has a rightclick EM pulse to pop incoming missiles, weapons, engines and fighters.
   Ship now has resistance to nearby hull explosions so you ramming that damaged Buffalo II is not as likely to also pop your ship, boink capitals at your own risk though.
(https://imgur.com/ue477dY.gif)

Added a P9 converted Wolf (a Wolf but better flux and even more fragile!)
(https://i.imgur.com/ZwAVEyY.png)

Added a P9 converted Buffalo (for fluff reasons, it is still just a Buffalo)
(https://i.imgur.com/b7dcu0g.png)

Samaa DSI shieldpopping laser is now more visible, but sadly still as unreliable as before. This has been somewhat clarified in the weapon description.
Added description for several things that missed it, for example the faction itself.
Adjusted existing descriptions to fit faction lore.
The AI is now more prone to use Pexp launchers.
Put P9 weapons in their own category.
Gave P9 phase ships the phase tag.
I think I fixed the linux crash bug related to .PNG instead of .png, but I cant check it myself.
More minor bug fixing and minor tweaking that I cant remember.

Not extensively playtested in the latest version of the game so please tell me if something breaks so that I can fix it.

Thanks for all the feedback so far!
Title: Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
Post by: juzek666 on December 23, 2021, 07:28:28 AM
Quote
I think I fixed the linux crash bug related to .PNG instead of .png, but I cant check it myself.

For me this bug still exists. The file still is named pn_dsi_turretbase59.PNG instead pn_dsi_turretbase59.png.
Title: Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
Post by: Orangeinc on December 28, 2021, 10:14:45 PM
Anyone else noticing issues with the korlo maxing out at speed 1 after using the phasing system once? Haven't tested with the other phase ships, but it happens with and without phase skills, on player and when ai uses it as well.
Title: Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
Post by: Zudgemud on December 28, 2021, 10:58:43 PM
Anyone else noticing issues with the korlo maxing out at speed 1 after using the phasing system once? Haven't tested with the other phase ships, but it happens with and without phase skills, on player and when ai uses it as well.

I never tested that phase system in the newest version of the game so there might be something fishy with it and/or how it interacts with skills. I'll investigate and post an update if needed.
Title: Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
Post by: Zudgemud on December 29, 2021, 05:45:29 AM
Found the bug and squashed it.

Updated version available here (https://www.mediafire.com/file/gqevaxsz92ju5hy/pn54a.zip/file) and in the OP.

Fixed the custom phase systems bugging out by simply giving them the vanilla scripts and system parameters.

Again I tried to fix the pn_dsi_turretbase59.png issue for Linux users, this time by opening the file in a text editor and saving it as a .png file, so hopefully that works instead?

Made the projectiles of the following guns easier to see.
SK-S
SK-M
SK-L
P9-vulcan
P9-EMP vulcan
P9-double vulcan
PEXP launcher

Not extensively playtested in the latest version of the game so please tell me if when something breaks so that I can fix it.

Thanks for the feedback!
Title: Re: [0.95.1a] The P9 Colony Group - Faction mod (v0.54), Nexerelin Compatible
Post by: grinningsphinx on January 24, 2022, 07:16:23 PM
P9 disabler shields are a little too good.