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Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: December 18, 2022, 03:16:25 AM »I s2g. Read the FAQ.didn't see there was a FAQ, thx.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I s2g. Read the FAQ.didn't see there was a FAQ, thx.
yeah it basicly work as both station and patrol HQIt spawns in campaign and helps in fights, so yes, it does.I see, that's more like the effect of military base and patrol hq instead of the large drone deploying of the starfortress.
Hello,The docking station has more armor and hp then the golan but with no shield. After the golan rework, it has less fire power compare to the golan unintentionally. So I'm thinking about moving it to the new "shipyard" industry (lesser armed station that can produce ships and improve quality) in the coming update which should be released within this week, or add some special effect to it e.g. add the effect of spawning patrol fleets like patrol hq.
Downloaded the mod mostly for new "station" type ngl .
i wanted to know if it's "wanted" that the docking station have so "fiew" weapon to deal vs ship and they don't have shield (or if they do the AI don't use them).
so i tryed the golan one, there much more anti-ship weapon for sure, but the range feel lackluster, the weapon seem to engage only when close/veryclose to station. (possibility is that that they're not made for player use xd)
Maybe i need to wait and the station "spawn" fleet to defend itself like a remnant nexus does?
Still very thankfull for a good quality mod .
As for the weapon range, the station should have targeting supercomputer so the range should be enough, I will look into what happened. BTW, I'm looking for how to "spawn fleet" with a station in the vanilla game, hopefully, I can find the way soon.
*Snip*
For too many years, humanity was on the backfoot. Reacting to threats, rather then preventing them.
The rest of the galaxy was bigger then us. Stronger then us.
We were mice, hiding in the shadows. Hoping that the giants would not see us.
No more! Humanity is no longer on the defense!
We are the giants now!
- Thomas Lasky
Oh boy, oh boy!
Its the ship that several people have been waiting for!
THE UNSC INFINITY!
Or, well, atleast a starsector variant of it.
Thank you StargazerRJL for providing that lovely sprite for me to bring to life. And thank you AppleMarineXX for giving me permission to make this UNOFFICIAL update!
so without further ado, here you go ladies and gents, the infinity!
Downloads (Only download one):
High Explosive MACs Version
Kinetic MACs Version
Dwarfing both the paragon and onslaught, the Infinity is the pride of the UNSC fleet. With 300(!) base OPs to work with and 8 hanger bays, this supercarrier will live up to its name.
There is a catch though, it costs 200 DP to field, and its got a pretty high upkeep costs. (It is a supercarrier after all.)
Currently there are only 2 ways (as far as I know) to get one.
1. Get the BP and spend 10million credits. Yea, its a lot, but it IS a supercarrier.
2. Cheat it in. the hull is called UNSC_Capital_Infinity
Hopefully after I brush up on my programming, I'll be able to make a questline where you find a heavily damaged infinity drifting around somewhere and then you'll have to repair it. But that's probably not going to happen for a couple weeks at the minimum.
Also did some balancing for everything.
Also I have two versions of the mod available. One where the MACs are HE, one where they're KE. I recommend the KE one for Realistic Combat, and the HE for vanilla combat.
But its up to you really. The original mod by Apple has KE for MACs.ReasoningSo during the Covenant war, humanity didn't have trouble killing the armor and hull of the ships. For a most part, a single round from a MAC would absolutely annihilate an unshielded Covenant ship. The problem was the shields. Those took several shots to take out (at best).
So I decided to modify the MACs. In vanilla combat Starsector, KE does 200% shield damage and 50% armor. So I swapped it to HE for that 50% shield damage and 200% armor damage. Mid and High tech ships are now a significantly higher threat, but low tech ships will get hit harder now. I mean it is a several ton slug traveling at a non-insignificant speed.
In the Realistic Combat mod, its the exact opposite, where HE does more damage to shields, and KE does more to armor. So yea.
Either way, do what you want. I'm just a rando who mods occasionally.[close]
Anyways, here's a list of changes.At some point, I'll probably be adding more ships to the fleet in different roles, but honestly I suck at art and I'm mediocre at programming. If anyone provides good art for the ships, I'll gladly mod them in when I have the chance.Changelog
- Buffed all MAC damage by 50%. (While the original MACs were pretty good, I did this to bring their DPS more inline with the other upper medium weapons and lower large weapons)
- Added an extra flight bay to all UNSC frigate+. (Its the UNSC, literally every ship had a hanger. I did not up the OPs though, so you'll have to sacrifice some things if you want to use the bay.)
- Increased sabre count from 2 to 4. (sabres were popping a little too quickly and doing a little too little imo. I thought about doing it to the longsword... but the longsword is still REALLY strong.)
- Added the strident escort wing. Its only for the infinity's built in escort.
- Added the M85 PD. Its basically a clone of the Rampart, but energy and faster traverse
- Updated the description so it will no longer be yellow in the modlist. It was annoying me.
infinity stats[close][close]
So yea, hope you enjoy!
If you encounter any bugs or issues stemming from this unofficial update, or if you have any insights/ideas please post them! I'll be glad to look into whatever I can whenever I have time.
Edit: I'll do balancing changes really fast if people dislike the balancing I did. >_>
Also wolfpacks are still scary af.
Spawning a gas giant:Coderuncode import com.fs.starfarer.api.util.Misc; String planetName = "Gigantus"; float planetOrbitDays = 2000; float planetSize = 300; Vector2f playerCoords = $playerFleet.getLocation(); float angleCCW = Misc.getAngleInDegreesStrict(playerCoords); StarSystemAPI sys = (StarSystemAPI)$playerFleet.getContainingLocation(); PlanetAPI star = sys.getStar(); float orbitRadius = Misc.getDistance(star.getLocation(), playerCoords); PlanetAPI planet = sys.addPlanet(planetName, star, planetName, "gas_giant", angleCCW, planetSize, orbitRadius, planetOrbitDays ); MarketAPI market = sys.getEntityById(planetName).getMarket(); market.addCondition("volatiles_plentiful"); market.addCondition("IndEvo_RuinsCondition"); market.addCondition("US_floating"); market.addCondition("ruins_vast");
Spawning a coronal tap:Coderuncode import com.fs.starfarer.api.util.Misc; String planetName = "Gigantus"; Vector2f playerCoords = $playerFleet.getLocation(); float angleCCW = Misc.getAngleInDegreesStrict(playerCoords); StarSystemAPI sys = (StarSystemAPI)$playerFleet.getContainingLocation(); PlanetAPI star = sys.getStar(); float orbitRadius = Misc.getDistance(star.getLocation(), playerCoords); sys.addCustomEntity(null, null, "coronal_tap", null).setCircularOrbitPointingDown(star, angleCCW, orbitRadius, 360);
I am author of coronal tap one, but couldn't figure out how to make the special effects work... the game rules effect work fine ,but you won't see the star glowing more and the gas flowing like you see in systems where the tap was generated on game start.
I am actually working on ApproLight 1.0.0 for 095a, but well, it's for Chinese community, and the translation might be a great problem too.If you need "real" translation i can understand there not much people wanting to help, but if you're ok with google translation (+ a bit of logic to make sense) i'm still up for it.
There are people willing to help me now, but I do not know if they are willing to help me in the future.
is there a Parameter for addIndustry, which let adds the Industry with a remaining Building Time? Some modded Buildings disappear after there are finished and trigger an effect, but the effect won't trigger if the Industry is just added.
Hey Lazywizard! any chance you could add a way to give Industry only blueprints to a player? there's a few really cool ones from mods i'd love to use that aren't out in blueprint form and the only option to get them (as far as i know anyway) is to use "Allblueprints" which takes away a good chunk of the game =/ Anyway! thanks for all your hard work man you've made a fantastic mod
1.025c uploaded.
Should fix the battlestation Tier 3 upgrade
Since I didn't have time to test it properly, I'm leaving older versions available for a while.
Also some optimizations and changes to some weapon scripts.