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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - PeachPatrol

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1
Mods / Re: [0.95a] Kazeron Navarchy v1.2
« on: July 13, 2021, 07:38:58 AM »
14th battlegroup blueprints are in the game. In fact, almost all of the blueprints are pre-collapse, so I don't see how having blueprints for these ships isn't lore friendly.

The only ship that is "lost to time" in the game is the XIV Legion. Even then it has a blueprint in the game.

2
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.3.0a
« on: May 24, 2021, 07:44:15 AM »
I'm not entirely sure how to do that. I did add hullmods as built in to some vanilla hulls and marked all of them as "merc" so high end bounties should be using them occasionally.
If you know a better way doing this please let me know.

What I did was add
Spoiler
{
    "knownHullMods":{
        "hullMods":[
         "carriersafetyoverrides",
         "swarmcarrier",
         "bastioncarrier",
         "rushbcarrier",
         "rtscarrier",
         "carrierloadbalance",
         "fatfighters",
         "fightermorebomb",
         "emergencyfighters",
         "fighternoarmor",
        ],
    },
},
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to world/faction/.faction files for all the factions (except pirates, or black markets will be swamped with them). This is for the last version so bastion is in there and fighterecm isn't. This will make it possible for factions to randomly select the mods for sale and for fits.

I also added tiers and increased prices in hull_mods.csv. I made the cores tier 3 so they feel rare, the others 1 so they appear in open market.

Edit: I forgot to mention you have to remove unlocked:TRUE in hull_mods.csv if you want mods to be sold/found. I kept Fighter Command Overclock as automatically unlocked. Removing unlocked:TRUE & giving the mods a tier automatically adds the hullmods to exploration lists.

Also: If you want factions to use the hullmods more often, you can make variants and add them to default_ship_roles.json. If they randomly select the variant (I'm not sure how to affect the probability) it'll force the hullmods onto generated fits. This is somewhat intrusive, but much less intrusive than building hullmods into hulls. You can also use variantOverrides in .faction files so different factions prefer different cores or hullmods.

3
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.2.5a
« on: May 22, 2021, 06:15:03 AM »
It would be nice if the vanilla factions knew these hullmods so they could be randomly selected and sold in markets.

4
Mods / Re: [0.95a] Kazeron Navarchy v1.2
« on: May 19, 2021, 04:09:53 PM »
Question 1:
Do you have plans for adding more reskins of vanilla ships? Are you going to stick to Midline, with the only outlier being the Odissey or are you also considering more high tech ships the League has in it's roster?
Namely: Monitor, Eagle, Falcon, Kite, Wolf, Shrike, Fury, Harbinger, Tempest (?), Omen (?) Etc. I would even go as far as saying you could probably have a go and reskin every single ship the Persean League can use, meaning anything low tech that's not specifically described as rare or experimental, so no Hyperion, Scarab and Aurora just to name three!

Question 2:
Would you be interested in making reskins of prominent midline, mobility/carrier focused ships in some parts of the Modiverse?
There are quite a few candidates which I could list for you with screenshots if you'd like!

1:
In vanilla high tech variants are pretty rare. The Odyssey is more of an exception.

I decided against adding eagle/falcon as a design choice to differentiate the League from the Lion's Guard and Hegemony, since the League in vanilla prefers the cruisers I made skins for.

I considered making a hegemony auxiliary equivalent for combat freighters that the League often uses, but I like them better appearing more independent.

I feel there is already a good variety of skins in the pack as it is, anyway. If I revisit the mod it would be to improve the existing skins rather than increase complexity.

2:
Is there precedent for adding skins for ships from other mods? Sounds like it would add a compatibility requirement. Would probably have to be a separate mod.

A Navarchy Pelagornis does sound pretty cool. Big fan of dreadnoughts and I wish the vanilla factions all had unique ones to deploy, although the work would be pretty involved.

Navarchy?

What's a navarchy?

Probably something between "Fleet command" and "Naval dictatorship". It's from vanilla flavor.

5
Modding / Re: [0.95a-RC12] Missing ships mod
« on: May 12, 2021, 11:58:08 PM »
Looking at the faction files, I noticed none of the factions know the torpedo patrol craft blueprint. Is it intended to be player only?

6
Mods / Re: [0.95a] Kazeron Navarchy v1.2
« on: May 11, 2021, 02:08:45 PM »
There isn't a plan for an art overhaul right now, but I know what you're talking about. I have been looking at Tartiflette's excellent guide to ship painting, which basically outlines how to reproduce SWP's consistency. Interesting stuff but I'd have to take some time to better learn the tools.

7
Mods / Re: [0.95a] Kazeron Admiralty v1.1
« on: May 11, 2021, 12:58:11 PM »
Thanks for the thoughtful comment, I really like your ideas.

Because of this post and noticeable mentions in rules.csv, the Admiralty at least from the Kazeron navy doesn't exist (at least from the Kazeron's perspective). Navarch and Kazeron's Navarchy does.

That name does sound a lot better, too.

tech/manufacturer in your hullmod.csv should be named to something you specified in the tech type or Persean League itself (vanilla setting.json contains these colors now!) whichever is up to you in order to match what every skin hullmod have in their design type.

Good catch

Quote
I feel can better be rewritten as:
Quote
This ship is a prime specimen of the Kazeron Navarchy. Exceptionally well-tuned and cut above engines increases maneuverability and top speed by %s. Long-standing League research and development has upgraded {yaddayadda} resulting in a {yaddayaddapercentage} improvement.

I didn't really like my wording either. Gave it another pass looking at what you suggested and what was written for the Fourteenth Battlegroup hullmod.

Quote
This goes off with me saying that Kazeron ships especially should not be losing armor at all given when you look at the rest of the factions and their "sub-faction" type ships (using mods as a reference as well)

At least seen in precedent that skin hullmods are usually very beneficial with few drawbacks. Just a -5% flat armor can be detrimental especially on midline ships! My suggestion would be just to remove the armor penalty outright and add a minor buff that could help these ships... you can add a mini-hardened shield to this hullmod like 5% and it would be enough to differentiate it from a regular midline variant. My suggested change would probably help with some of the Conquest's weakness.. just very marginally, but not significant enough to make it busted OP.

I was worried about it being too busted, but I think you're right, especially now that the ships are somewhat more rare. I'll change it and see how it feels.


Version 1.2 released
-Name changed from Kazeron Admiralty to Kazeron Navarchy
-Hullmod no longer reduces armor, instead improves shield efficiency.
-Flavor rewritten
-Hammerhead (PL) and Sunder (PL) art given another pass
-Conquest (PL) no longer has built-in auxiliary thrusters

8
Mods / Re: [0.95a] Kazeron Admiralty v1.1
« on: May 10, 2021, 08:10:04 PM »
v1.1
-Adjusted the implementation of ships spawning. Fleets will now be more diverse, with Kazeron ships only sometimes mixed in.

Noticed pretty quickly while playtesting that it's strange when all of every fleet was Kazeron ships. Decided to go with something more like XIV battlegroup and have them be less common.

9
Mods / Re: [0.95a] Kazeron Admiralty v1.0
« on: May 09, 2021, 09:27:59 AM »
Updated with new skins.

10
Mods / Re: [0.95a] Kazeron Admiralty
« on: May 08, 2021, 04:57:24 PM »
I like it. Looks crisp. Any plans on adding more skins?

Thanks! I'm hoping to fill out the roster with at least a few more

Will you add
Spoiler
viable Conquest
[close]
in the future  :) ?

I'm making a conquest right now, out of curiosity what could make it more viable?

11
Mods / [0.95a] Kazeron Navarchy v1.2
« on: May 08, 2021, 04:01:59 AM »

Kazeron Navarchy
Download

Adds several skins to the Persean League, each with the Kazeron Navarchy hullmod built in. They appear occasionally in Persean League markets and fleets.

I've always thought that the Persean League didn't have enough to make it interesting, so I made some colorful skins for them.

Shouldn't have any requirements.

The skins
Spoiler
[close]

The hullmod
Spoiler
[close]

Changelog
Spoiler
v1.2
-Name changed from Kazeron Admiralty to Kazeron Navarchy
-Hullmod no longer reduces armor, instead improves shield efficiency.
-Flavor rewritten
-Hammerhead (PL) and Sunder (PL) art given another pass
-Conquest (PL) no longer has built-in auxiliary thrusters

v1.1
-Adjusted the implementation of ships spawning. Fleets will now be more diverse, with Kazeron ships only sometimes mixed in.

v1.0
-Centurion, hammerhead, sunder, champion, gryphon, conquest, and vigilance
-Hullmod now reduces armor by 5%
-Odyssey (PL) and vigilance (PL) have hybrid slots
-Conquest (PL) has built-in auxilliary thrusters in addition to the Kazeron hullmod
-Kazeron blueprint package
-Adjusted variants

v0
-Odyssey, heron, drover, and brawler
-Kazeron hullmod adds 10% speed and maneuverability
[close]

12
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
« on: May 04, 2021, 03:25:54 PM »
Raw damage bonuses have a tendency to shatter Starsector's gameplay, so QC will have fewer, not greater, damage bonuses. Where they've been replaced they have generally been replaced with abilities that make it easier to land damage on targets, which is about as good while keeping the game's core mechanics intact.
When I just installed I was reluctant, but after playing a bit with your mod I have to agree this is the way to go.

Some other things that came up: I wanted to have missile specialization provide 0 ammo bonus, but the value wasn't valid. I guess 1% works? I ran into this with a lot of other values, trying to set them to 0. Not sure what technical limitations there are on your side, but at least there could be a comment in the options file that a minimum value is required (for the convenience of editing).

Also, setting nav rating and ECM to hullmods only is an interesting choice, but it would be nice if there were some new effects so the two skills wouldn't be 'duds' in this configuration.

This is a well made mod, I appreciate the work and look forward to seeing more.

13
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
« on: April 27, 2021, 07:58:53 PM »
Would enjoy more options in the settings for reverting specific skills to their vanilla versions, especially the damage bonuses from Strike Commander and Wolfpack tactics.

14
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.1
« on: September 14, 2019, 12:19:25 PM »
Love the update, can't wait to get my hands on the Bladewood.  :D

15
Mods / Re: [0.9.1a] Imps Weapon Sounds
« on: August 29, 2019, 05:05:34 PM »
Reproduction:
- Start Starsector with Imp's Weapon Sounds as your only enabled mod
- Enter "missions" and select "A Fist Full of Credits"
- The flagship Lasher is equipped with 2x "Light Assault Gun"
- Fire these weapons continuously for a few seconds
- The sound will not consistently play for each firing of the guns

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