Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - IceFire

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 20, 2024, 02:28:38 PM »
I was curious. A long time ago, this mod had an extra couple sub-mods attached to it, at least I Think it may have been this mod; both of them, one was named "Drone ship pack" and the other was something similar to, "Familiar Ships", which included ships from IP's like Star Wars and others. Was that this mod that had those? Or was it another ship mod I can't seem to remember the name of... I hope you might be able to help me in this predicament.
There is this mod https://fractalsoftworks.com/forum/index.php?topic=26432.0. There are also a lot of other drone ships mod maybe their maintainers might be a better starting place. I will ask scarface but as far as i remember there was never a drone ship pack or a familiar ship pack made by scarface.

A quick search on the web didnt yield much. Which is prob. why you are here :). Unfortunatly i dont know more at this point.

2
Modding / Re: [0.97a-RC11] Missing ships mod 2.0.0 19/12/24
« on: December 19, 2024, 12:24:37 PM »
Hey IceFire
I understand why scarface needed to step away and I wanted to thank you for taking on direct stewardship of the mod with it's own page with your updates. Looking forward to giving it a run after the holidays (and I am done my backlog of mod updates :) )
Thanks for all the tips and guidance. Looking forward to your feedback when you are done.

3
Modding / [0.97a-RC11] Missing Ships Mod 2.0.0 19/12/24
« on: December 19, 2024, 12:56:04 AM »
This update is not safe compatible.
Click me

Hello,

just some ships to either plug holes in the range of ships or to add faction specific ships.



Spoiler
Superlarge Vessels

Triumph

Midline Weapons Platform, armed with 3 long range dual gauss cannons and 2 lrm dem missiles tubes. A rarely used system subjugator and symbol of domain power. (the model and looks of the build in missiles and tubes is still not done)
Spoiler
[close]

Anchor

Exploration Vessel, originaly used for the rare occasion that a survey mothership and its drones found something of such note, that it had to be investigated befor the colonization fleets arrived.

Sovereign

Old Weapons Platform reportatly, occasionally used to intimidate newly accuired systems or, subjugate rebelling ones.

Ragnarok

A gargantuan platform with no clear manufacturer could be a modified sporeship blueprint or something else. Maybe a ramshackle vessel for rich rebelling, systems that need to take down a Domain weapons platform and want or need to do so with, an equal vessel. (path markings will be removed in next update)

[close]



Spoiler
Capital ships

Paradigm

Midline Fast Battleship, with 3 large centerline Ballistic mounts and a large missile hardpoint, based on the conquest. Improved PD armor and shields. Slower.

Allegiant

Heavy Carrier.

Chrysaor

Fast Fleet Carrier, either with decend pd or limited direct striking capability.

Small Crafts

Claymore

A Superheavy Strike Craft, with high range and good staying power.

Cutlass

Powerful fast and durable Strike Craft, with a relativly difficult support profile.

[close]



Spoiler
Cruisers

Gamblett

Heavy escort cruiser, with slim support profile for traders and other independent fleets

Warliner

Multirole Combat Carrier, with a slim support profile for traders or other independent fleets.

Destroyers

Nyx

Affordable escort destroyer, slim logistical profil.

Buffalo

A major conversion of the standard Buffalo-class freighter hull, the Mk.III sacrifices almost all of its cargo capacity in exchange for mounting twin Fighter Bays.

[close]



Spoiler
Cruisers

Venture (A)

Uparmored but slower.

Colossus

Uparmored but slower.

Destroyers

Condor

Uparmored but slower.

Mule

Uparmored but slower.

Frigates

Mudskipper

Uparmored but slower.

Lasher

Uparmored but slower.

Fighters

Broadsword Mk.II

Broadsword, with two fighter swarmers added

[close]



Spoiler
Cruisers

Starliner Mk.III

Fast makeshift carrier.

Dominator (LP)

Fast Missile Cruiser.

Destroyers

Condor (LP)

Fast Carrier.

Frigates

Wolf (LP)

Convoy hunter, with stripped down technologie.

Mercury (LP)

Path supplyfleet runner. (Should only spawn in those).

Hermes (LP)

Path supplyfleet runner. (Should only spawn in those).

Mudskipper Mk.III (LP)

High speed missile boat.

Small Craft

Snake

Superheavy makeshift bomber.
[close]



Spoiler
Capital ships

Atlas Mk.III (P)

Heavy carrier for pirates.

Cruisers

Venture(P)

Improved pd but lower speed. Missiles are more resistand to electronic warfare.

Starliner Mk.III (P)

Reconnaissance and electronic warfare support carrier.

Destroyers

Nebula Mk.II (P)

Electronic warfare support carrier.
[close]


Download

Link to version 0.97a
Link to version 0.96a
Link to version 0.95a
Link to version 0.9.1a


CREDITS:
IceFire Maintainer
Scarface Original-Creator of the modpack
Nautilus81-Original-DESCRIPTION OF SHIPS:Atlas Mk.III,Claymore,Buffalo Mk.III,Nyx
Archaeon-Original-DESCRIPTION OF SHIPS:Broadsword Mk.II, Colossus (A), Condor (A), Mudskipper, Mule, Triumph, Nail, Nebula Mk.II, Starliner Mk.II, Venture, Pirate Venture


CHANGELOG
Spoiler
2.0.0-18.12.2024 IceFire takes over mod. Lots of small things i did befor taking notes or just where not of note not mentioned here.
-Superships now multipart vessels. The ships speed gets reduced when propulsion modules get destroyed.
-Nagato renamed to Triumph. Triumph designition changed to Artillery Platform.Siege Coil Gun renamed to Siege Gauss Cannon.
-Dominion renamed to Sovereign. Sovereign designation changed to Assault Platform.
-Anchor designation changed to Expedition Vessel.
-Pelagornis removed (might be added back).
-Ragnarok designetion now Improvised Weapons Platform. Shipsystem now changed to dynamic_stabilier.
-Pelican renamed to Allegiant, Allegiant flux dissipation reduced to 1100 speed increased to 45 mass reduced to 2800.
-Staple renamed to Paradigm, Paradigm shield efficency improved to 1.3, max fuel reduced to 350, 4 small energy and 2 medium missile mounts removed, reduced op points to 315,reduced armor to 1550 and hull to 17500, reduced burnfactor by 1, some weapon arcs changed , number 1 (old number 2) large ballistic turret moved forward a pixel, added large missile hardpoint.
-Removed unnecessary ships that weakend the fleets that used them or did not fit the mods stated purpose.
-Crysaor price reduced to 310000, cargo reduced to 345.
-Cutlass Space Superiority Fighter added.
-id_idol removed for redesign.
-claymore shields and armor reduced reduced to 900.
-(hopefully) fixed the msm ships blocking other ships from spawning.
-added safety overrights to path mudskipper.
-Starliner MkIII  added a wing.
-Lowered fleet points of all heg aux to one over their regular version, reduced op to vanilla levels.
-Mule (A) Slower, cargo reduced to 225.
-Venture (A) speed lowered to 35.
-Raised condor (A) armor by 200 reduced speed by 5.
-Colossus (A) should now behave like a civilian freighter, ship speed reduced by 5, reduced Colossus (A) op by 5.
-Lasher speed lowered by 5.
-+Release day fixes to the missile tubes.
-Starliner MkII decreased wings to 1. Removed Civ hullmod. Removed ecccm and high resolution sensors.
-Civie Buffalo Tech Level changed to midline, engine style also changed to midline.
-Nebula Mk.II removed civ hullmod. Removed Civ hullmod. Removed eccm.
1.0.3-9.12.2023-fixed bunch of stuff, hopefully
1.0.2-8.12.2023-Ship descripion updated Dominion, Pelican, Staple, added Chrysaor , added mission The Bad Timing, Sprite fix on Staple (Compressed sprites reworked), Modpage updated. Cleaned up faction files. Placed additional... Surprise for the most dedicated captains. Play the mod with Super ships and More missions mods active, play station defense mission. It will come eventually. Dont fear it.
1.0.1-27.11.2023-forgot faction files for pirates and midlines
1.0.0-26.11.2023-Split the mod into 6 parts-Dreadnoughts, Midline, Independent, Auxiliary, Path, Pirate-made full 6 pack too. Added Ships to Independents-Venture based battlecruiser, starliner based battlecarrier, nebula based lander, tarsus based escort destroyer, fixed usage of pirate ships by independents. Multiple graphic fixes. Multiple turret/hardpoint fixes. Multiple variant fixes. Multiple cost fixes.
0.5.1-11.10.2023-Added low tech dreadnought, the Dominion Superheavy carrier
0.5.0-5.10.2023-Various string fixes, added Anchor, rebalanced OP to fit in with similar mods and vanilla ships, heg Colo now has fighter bay, Ragnarok AI and turret placement fixed, removed Expedition, reworked bunch of stats across the board.
0.4.1-25.6.2020-Minor fixes, description placeholders, all superships now usable by AI, ragnarok is available to Luddic Path from the start, appears around 400-500 fleet point strength (size 7 planets), To help test it, luddic path now sends expeditions to free markets. Superships are UNBOARDABLE.
0.4-25.11.2019-Ludd Path update, hella path ships, modified weight values so path would use exclusively path ships (ships that were blessed by the ludd, so they can use the fuel "luciferium") and added midline superheavy fighter and several small corrections on other ships and made new mod page layout.
0.3.4-08.11.2019-Bunch of minor balance tweaks, added missile slots to mule, added supercarrier Pelagornis. bunch of other changes i forgot. Made sure so that AI wont be able to use super ships.
0.3.3 hotfix1-29.10.2019-nagato wasnt attacked by enemies, for some reason. fixed
0.3.3-26.10.2019-Introduced Nagato, Nail and broadsword Mk.II. Several corrections and balance changes applied. NAGATO CAN BE ONLY BUILD FROM BLUEPRINT FROM THIS VERSION UNTIL FURTHER NOTICE. Added few descriptions
0.3.2.-15.10.2019-balance update mostly. fixed pirate starliner and made ventures less beefy-hegemony venture could reach 2400 armor easily. that wont do.
0.3.1.hotfix1-09.10.2019-pirate venture had bugged collision detection, remade it, works in my game. renamed starliner and nebula roles.
0.3.1-08.10.2019:fixed starliner and nebula classification, upped maintenance and fleet points of albatross, made pirate venture more combat oriented and changed its built in hangar into converted hangar bay
0.3-07.10.2019:Added pirate ships:Venture, starliner support and nebula support. Added civilian ships:Nyx destroyer and Buffalo wing tender. Added Patrol Craft
0.2.2-26.9.2019:made few graphical improvements on ships, made OP adjustments for few ships, removed two medium energy slots from albatross, fixed expedition, no longer frigate but capital.
0.2.1.hotfix1-26.09.2019:Expedition spawns within 4 factions, with independents being main sellers. i dont know what was wrong, i just rewrote half of the data and somehow it worked. ship was ingame and working, but for some reason wasnt recognized by markets.
0.2.1-31.8.2019:added Expedition and several Hegemony auxiliaries. Upped auxiliary use by hegemony by 0.5.
0.2-20.8.2019:added Atlas Mk.III, made factions use new ships/made ships actually buyable
0.1-18.8.2019:RELEASE
[close]

4
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 17, 2024, 01:18:52 PM »
Thats what i am implying, a lot of them have been adjusted because the id naming scheme was all over the place.I changed the others because i wanted to and with those that had to be changed there was no better chance. Some have also been added and some removed. At least two will be added in the next update in a new modpack but in my experience adding ids does not break save. The new modpack will be made up of one id i removed for reworking.

At this point in time there is one id i have to adjust to my liking in order to keep your saves save the next time. And a need to do the inital balancing one modpack as all things where change in that. I will need feed back on that one but more on that upon release.

When it comes to removing ids in general i rather remove stuff in this update as adding wanted or adjusted stuff back will be easier. I highly encourage personalized versions of the games, some ships have different sprite and even completly different setups in some cases versions, attached for you to choose to use in this mod.

5
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 17, 2024, 12:16:17 PM »
The new version (2.0.0) is done for the most part. Just so it is known befor hand, none of the modpacks will be safe compliant.

6
Mods / Re: [0.96a] Adjusted Sector
« on: November 11, 2024, 08:40:37 AM »
Hey,

i have a question about sector generation. I have generated more than 500 sectors with various sizes and aspect ratios and no matter the configuration i always have a huge hole over or next to salamanca and the closest groups or multiple constallations of unexplored random stars are 90% of the time under the core worlds.
Specifically the closest stars are very often under the region of the luddic church and in the wastes of zin (exactly that place thats supposed to be empty). I had this issue for 3 major versions or basically since this mod existed.

Vanilla does not have this issue and is truly random. (exept the wastes of zin which is normal).

Here a selection of taken from all the sizes i have tried in all configurations:

   "sectorWidth":250000/264000/164000/230000,
   "sectorHeight":250000/264000/164000/230000/104000,
   "AdjustedSectorConstellationCount":275/300/200/250/400, #100
   "AdjustedSectorConstellationSize":2000/1000/1500/3000/2500, #750
   "AdjustedSectorConstellationCellSize":10/15/13/9/8/7/6/5, #7

I tested this by opening 3 instances and continuously generating nonrandom/corvus core sectors without the freeport without a stipend flattend relations and own start. The testing time is since i have this mod basically but i really noticed and tested it intermittently for 2 years. (I stopped and played every time i got a map that didnt have that layout.)

Granted this is just a pet peeve. The mod still does what it says on the tin. Stars are still randomly generated in deep space but the star generation close to the core is almost always nearly the same. While writting this i have set up 38 sectors in the background and not once did i have stars close to Zagan, Yma or above Westernesse and Naraka.

Or maybe its just me, if you think so please share your config file with me.

Are you using a script to check, or do you obsessively reset your playthroughs? I will say this is also the case in my save, but I can't imagine the amount of runs it'd take for me to notice the difference - if I ever did.
Obsessively resetting, i am afraid.
I only do search for some time of i dont find anything i just play or do something else or try a few different configs. I rack up sectors pretty fast though with 38 just in the time it took to write and adjust the last message.
Setting up a sector in every instance is relatively quick after the each first sector generation as the last config of nexreline is saved (i did try it without nex) then tabbing out and doing something alse until the music disappears. Also i could be faster as there is a three instance limit but only per device.

7
Mods / Re: [0.96a] Adjusted Sector
« on: November 10, 2024, 06:20:15 AM »
Hey,

i have a question about sector generation. I have generated more than 500 sectors with various sizes and aspect ratios and no matter the configuration i always have a huge hole over or next to salamanca and the closest groups or multiple constallations of unexplored random stars are 90% of the time under the core worlds.
Specifically the closest stars are very often under the region of the luddic church and in the wastes of zin (exactly that place thats supposed to be empty). I had this issue for 3 major versions or basically since this mod existed.

Vanilla does not have this issue and is truly random. (exept the wastes of zin which is normal).

Here a selection of taken from all the sizes i have tried in all configurations:

   "sectorWidth":250000/264000/164000/230000,
   "sectorHeight":250000/264000/164000/230000/104000,
   "AdjustedSectorConstellationCount":275/300/200/250/400, #100
   "AdjustedSectorConstellationSize":2000/1000/1500/3000/2500, #750
   "AdjustedSectorConstellationCellSize":10/15/13/9/8/7/6/5, #7

I tested this by opening 3 instances and continuously generating nonrandom/corvus core sectors without the freeport without a stipend flattend relations and own start. The testing time is since i have this mod basically but i really noticed and tested it intermittently for 2 years. (I stopped and played every time i got a map that didnt have that layout.)

Granted this is just a pet peeve. The mod still does what it says on the tin. Stars are still randomly generated in deep space but the star generation close to the core is almost always nearly the same. While writting this i have set up 38 sectors in the background and not once did i have stars close to Zagan, Yma or above Westernesse and Naraka.

Or maybe its just me, if you think so please share your config file with me.

8
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: November 03, 2024, 09:44:28 AM »
I concur. Making a new thread is more practical. For one, the Mod Index draws version number from the thread title, which you won't be able to change otherwise.
That wouldnt be an issue as i do have access to his acc. However zombifying his acc wouldnt be necessary if there is no issue in making a new thread. Therefor i will look into that.

9
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: November 01, 2024, 04:10:31 PM »
I have taken over the mod because scarface doesnt isnt really playing this game anymore let alone has time to continue the mod.

I will go through my latest files fix anything i see or which has been mentioned here and update the mod over scarface account for now (there are no rules against that).

I am uncertain if i should create a new mod thread or keep this one active for legacy reason and just rename the scarface account.
The mod team prefers the first option but the second one is technically possible.

10
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: May 31, 2024, 12:12:06 PM »
Big thanks for such vanilla-like addition. 8)
Where can I download previous versions of this mod? I`m trying to experience older version of Starsector with all best yet lightweight mods. And I don`t want to do a run without this one. :'(
Which version do you want to visit?

0.9.1a.
I think the 0.4.1 should work for it.
I have version 0.4 its a version that has does not include any official tweaks but i might already have fixed the two wonky laser mounts on the staple.
https://drive.google.com/drive/folders/1S9jUzDbO_sqGIhqB10WDAoFh4bMh-Tnd?usp=sharing

Frogot to release it for everybody. ups. XD

11
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: April 29, 2024, 11:21:51 AM »
Big thanks for such vanilla-like addition. 8)
Where can I download previous versions of this mod? I`m trying to experience older version of Starsector with all best yet lightweight mods. And I don`t want to do a run without this one. :'(
Which version do you want to visit?

12
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: April 06, 2024, 05:42:10 AM »
Just a quick update to what i have been up to.

This is a redesign of the Nagato class. 20% of the ship are made up of kitbashes or the bits and pieces of the old design that could still be used to have been made by me. Its a multi part ship all in all it took two months to get to that point.
Spoiler
[close]
All other supercapitals have been made into multi part ships as well which took to weeks. (no sprite work)
That was the state at the end of february.
I burned my self out over this and the balancing still needs to be done. The ships themself are finished exept for the nagato. It needs some finishing touches and the bulid in custom missile launchers need to be sprited setup and balanced.

13
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: January 03, 2024, 01:04:20 PM »
Is it just me or are the Siege Coil Guns on the Nagato completely silent? They don't seem to make any noise when firing. Maybe a mod conflict? Doubtful though.
After checking the _01 is missing from the picked firing sound file name. Will be part of a hotfix or update.

Correction: The file name is different but that wasent the problem.

Fix: What fixes it is copying the sound file gauss_cannon_fire_01.ogg from Starsector/starsector-core/sounds/sfx_wpn_guns to Starsector/mods/Missing supers and than into a folder you have to create first and than call sounds. I dont know why it worked for the Heavy Mjolnir befor but it works and did not break anything i tested that solution with.

It might yet again just be breaking it so much that it works again but i dont have the time to really look into it.
Looking into the .weapon with Notepad++ it tells me there's some extra symbols in front of the "gauss_cannon_fire" that appear to be whitespaces, while for the Mjolnir it's just "hellbore_fire".

That may well be what's confounding things.
Internaly the problem is already fixed i dont have access to the releases drive account. The fix will be pushed out with the next update.

14
Mods / Re: [0.95.1a] Space Truckin' [v0.2a] - under development
« on: January 03, 2024, 12:12:13 PM »
If we're going to be Space Truckers can we get some square pigs in here?


I cant belive nobody picked up on that one. Loved the movie. They would actually fit as an special faction item.

On an unrelated note isnt this more of a utility mod as no ships get added.

15
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 19, 2023, 07:43:46 AM »
Is it just me or are the Siege Coil Guns on the Nagato completely silent? They don't seem to make any noise when firing. Maybe a mod conflict? Doubtful though.
After checking the _01 is missing from the picked firing sound file name. Will be part of a hotfix or update.

Correction: The file name is different but that wasent the problem.

Fix: What fixes it is copying the sound file gauss_cannon_fire_01.ogg from Starsector/starsector-core/sounds/sfx_wpn_guns to Starsector/mods/Missing supers and than into a folder you have to create first and than call sounds. I dont know why it worked for the Heavy Mjolnir befor but it works and did not break anything i tested that solution with.

It might yet again just be breaking it so much that it works again but i dont have the time to really look into it.

Pages: [1] 2 3 ... 5