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Topics - celestis

Pages: [1]
1
Mods / [0.7.2a] Pegasus Belt Council v1.6 (update 2016-08-27)
« on: October 22, 2015, 12:53:39 PM »

Pegasus Belt Council mod adds a new playable faction with several ships, weapons, systems and missions.
Faction specializes in debuffing or disabling enemies and reducing incoming damage. Designs are mostly midline or high tech.

Mod is currently Work In Progress, a lot of stuff is going to be changed and added.
LazyLib required.

Mod is compatible with Nexerelin.

Pros:
- Decent shields, armour and flux stats
- Useful systems
- Mostly focused firepower designs
- Most ships consume a bit less fuel that their alternatives
Cons:
- Poor mobility (with a few exceptions)
- Usually very vulnerable from rear
- Some systems are too specialized to be good in any situation

Also they feature stasis beams and interdiction hullmod, which can be used to immobilize enemies. This somewhat compensates poor mobility.

Ships
Spoiler
All sprites are non-kitbashed.
Some ships may have a bit different color in game, because I was lazy to upload reworked images.

- [Fighter] Hybris: multirole fighter. Features both close range and medium range weapons.

- [Fighter] Hypnos: special fighter, more like a catcher drone with a gun. Useful as support for a big flagship to deal with fast vessels.

- [Fighter] Achlys: medium range fire support fighter. It can deal massive damage if pilots are smart enough to keep diistance from target.

- [Frigate] Orion: nothing would be worth mentioning about this frigate if it didn't have its catcher drones. While lacking firepower, this ship can be very useful as a support vessel to help immobilizing small threats.

- [Frigate] Pallas: excellent frontal firepower and a cool graviton burst system. While not as mobile as other high-end frigates, it has a system that can help you to get out of trouble.

- [Frigate] Aura: its EMP device has longer range than standard one, but is less damaging.

- [Frigate] Scylla: general purpose combat frigate with good overall performance.

- [Frigate] Lyssa: special support frigate with advanced missile launcher. Can easily harrass capital ships with omni shields, but is very vulnerable to other frigates.

- [Personnel transport] Leto: not quite a civilian ship, but that doesn't mean you should have it on the front line.

- [Destroyer] Kratos: just a good all-around ship. No particular strengths or weaknesses, can be adjusted to fill many roles.

- [Destroyer] Nyx: specifically designed to deal with phase ships. Has a system that increases phase upkeep for nearby vessels.

- [Destroyer] Moirai: exceptional mobility for PBC ships: has a phase propulsion system and 6 integrated short-range point defence lasers.

- [Destroyer] Theseus: slow but tough ship meant to absorb damage and has a system that can redistribute armour to cover the breaches. Can be a good strike ship too.

- [Light Carrier] Aidos: not quite good as a carrier (has less bays than a Condor), but can take some beating and has long range anti-missile system. 2 medium energy slots can also help if you manage your flux carefully.

- [Cruiser] Phobos: good brawler. Very tough and has good slot layout for frontal combat. Can deal with fast targets better than other ships due to its system. Still, as usual, you should watch your back.

- [Support Cruiser] Gaia: combination of large energy and missile slots can be handy in many situations, but the ship doesn't have pd coverage or stats to participate in direct combat. PD drones can still save you if things heat up.

- [Light Cruiser] Aether: advanced EMP emmiter can disable unshielded enemies better than ever. Also you have excellent 360 degree shield to drive between enemy lines for mass damage.

- [Cruiser] Gration: unshielded fast cruiser with outstanding firepower and defences.

- [Pocket Battlecruiser] Thanatos: very damaging frontal combat design. Also features catcher drones, so it is terrifying for small vessels. Can take on bigger targets, but has small sheild arc and is very vulnerable to strike weapons.

- [Battleship] Moros: Onslaught killer. Is more broadside and versatile than Thanatos. Still has vulnerable rear. You've got ionized shield system to deal with incoming energy barrages (like from TPC), as well as frontal flux destabilizer device to make a fight harder for its target.

- [Carrier] Erebus: Can provide some ranged fire support or shield unprotected fighters from enemy fire.
[close]

Weapons (no pictures yet)
Spoiler
- EMP MIRV
- Neutrino beam
- Heavy railgun
- Flux destabilizer (built-in)
- Stasis beam
- Heavy stasis beam
- Smart charge launcher
- Thrasos fast torpedo
- Artemis autoblaster
- Supercharged blaster
- Swarm charge launcher (built-in)
- Jammer (built-in)
[close]

Changelog
Spoiler
1.6 (2016-08-27)
- New frigate: Lyssa
- New cruiser: Gration
- New simple battle mission
- Increased stasis beam range
- Increased magnetic accelerator range bonus
- Reduced Erebus projected shield radius to 2000
- Some minor stat tweaks

1.5 (2016-03-18)
- Phase inhibitor: reduces time scale bonus, max speed and raises cloak upkeep for nearby phased ships
- Multi EMP: shield pierce chance
- Magnetic accelerator active time increased to 9 seconds and it now also gives 25% bonus to energy and ballistic range
- Ionized shield reduces chance of shield piercing by 50%
- Nanite paste duration reduced to 2 seconds
- Thanatos: 2 small slots Universal->Synergy
- Nyx: 1 medium slot Energy->Universal
- Gaia: 1 large slot Energy->Synergy
- Aidos: 2 medium slots Energy->Synergy
- Pallas: 1 medium slot Energy->Hybrid
- Tethys: 2 small slots Universal->Synergy
- Thrasos torpedo: 0.75 second arm time
- Pallas shield radius increased a bit
- Slightly increased stasis beam effectiveness vs big ships
- Twig entity support for beam effects (looks like it works, but I'm not completely sure about everything)
- Flux destabilizer now also reduces hard flux dissapation fraction by 85%, adds small chance of weapon malfunction and also deals 1 dps

1.4 (2016-02-06)
- New capital carrier: Erebus
- New ship system: projected shield
- Aidos system has a better chance hacking a missile (0.75->0.85)
- EMP MIRV is now significantly faster
- Increased smart charges damage, they now also deal some EMP
- Reduced Moros $ price a bit
- Flux destabilizer now costs much less flux to fire
- Slightly wider arcs for Moros rear large mounts
- New weapon: Thrasos fast torpedo (S)
- New weapon: Artemis autoblaster (M)
- New weapon: Supercharged blaster (S)
- Bugfix: Multi EMP no longer affects phased ships
- Bugfix: stasis beams now deal 1 DPS so that flux/second stat is displayed correctly
- Bugfix: created custom ionized shield AI, since fortress shield AI didn't work

1.3 (2015-12-15)
- New general purpose destroyer: Theseus
- Gaia now has new needler drones instead of pd drones
- Kratos gains a bit better flux stats
- Pallas now costs significantly less, has 360 deg shield and a bit better flux stats
- Catcher drones (for Orion and Thanatos) are now much faster
- Interdiction suite now affects catcher drones owned by the ship with hullmod
- Removed one launch bay from Aidos
- Scylla has a new system: energized armour
- Fixed the "same system descriptions" issue
- PBC now offers commission

1.2 (2015-12-06)
- 0.7.1a compatibility
- moved Leibethra to (11000, 11000)
- terrain for Leibethra system
- Leto personnel transport
- Significantly increased Flux Destabilizer debuff (80% more weapon flux for frigates, 30% for capitals)

1.1 (2015-11-05)
- Added Scylla frigate
- Added Moirai destroyer
- Modified some stats: Aura has more flux capacity, adjusted several ships FP, Pallas has higher flux dissapation rate
- Moros now has omni shield
- Set correct quality factor for variants

1.0 (2015-10-22)
- Initial release
[close]

Q&A
Spoiler
- Can I modify the sprites to use in other mods for Starsector?
- Yes, no permission needed. PM me if you need layered sources.
[close]

I'm not very good at balancing stuff, so I'm open to suggestions about changing various ship and weapon stats. Also I prepared some sounds for this mod, but they are very simplistic and if someone wants to contribute I would be grateful!
If you have any issues with the mod, post here or PM me, I'll address the problem as soon as I can. This is first release so issues are likely to be present.

2
Modding / How to delay fighters reload at carrier?
« on: July 10, 2015, 11:58:27 AM »
My custom fighter has 2 main guns and a missile launcher with 2 ammo. When fighter spots the target it fires both missiles and... Goes back to the carrier. Is there a flag somewhere to make them keep fighting for some time?
I can prevent that by giving the launcher ammo regen (very slow) - then they stay on the battlefield. But I really like the feature of resupplying at carrier, can I somehow fix the issue without losing this mechanics?

3
Bug Reports & Support / Bounties not payed
« on: February 21, 2015, 03:35:49 AM »
Though I encounter this problem with a mod running, I suppose this is a vanilla problem. Bounties are randomly not payed after defeating target fleets (rather not payed than payed). The strange thing is that the logs show that the credits were transferred:
Code
248697 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.SystemBountyEvent  - Paying bounty of 5400 from market [JP4-AA II]
But no real credits increase though.
I have zero standing with offering faction and I'm pretty sure to have destroyed the ships of a correct target faction in the right system, but nothing happened. This is heavily reproducible in my mod, though I didn't have such problems in vanilla.
What can be wrong?

P.S.
Perhaps this should be moved 'modding', but 'bugs' seem to be a more suitable place

4
Bug Reports & Support / High Energy Focus bug
« on: February 17, 2015, 11:56:42 PM »
Hi!
The high energy focus system has a bug that the beam weapon flux use doesn't go back to normal after system deactivation. I guess this was introduced in the latest update, since I didn't encounter that earlier.
In code the flux use is increased by 10x:
Code
	public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {

float bonusPercent = DAMAGE_BONUS_PERCENT * effectLevel;
stats.getEnergyWeaponDamageMult().modifyPercent(id, bonusPercent);
//stats.getEnergyWeaponRangeBonus().modifyPercent(id, bonusPercent);

float damageTakenPercent = EXTRA_DAMAGE_TAKEN_PERCENT * effectLevel;
// stats.getArmorDamageTakenMult().modifyPercent(id, damageTakenPercent);
// stats.getHullDamageTakenMult().modifyPercent(id, damageTakenPercent);
// stats.getShieldDamageTakenMult().modifyPercent(id, damageTakenPercent);
stats.getWeaponDamageTakenMult().modifyPercent(id, damageTakenPercent);
stats.getEngineDamageTakenMult().modifyPercent(id, damageTakenPercent);

stats.getBeamWeaponFluxCostMult().modifyMult(id, 10f);
}
but is not decreased in unapply:
Code
	public void unapply(MutableShipStatsAPI stats, String id) {
stats.getEnergyWeaponDamageMult().unmodify(id);
stats.getEnergyWeaponRangeBonus().unmodify(id);
stats.getArmorDamageTakenMult().unmodify(id);
stats.getHullDamageTakenMult().unmodify(id);
stats.getShieldDamageTakenMult().unmodify(id);
stats.getWeaponDamageTakenMult().unmodify(id);
stats.getEngineDamageTakenMult().unmodify(id);
}

5
Modding / Another memory crash (opening trade menu)
« on: November 11, 2014, 08:09:26 AM »
Hello. Though this question might be related to modding, I suppose it is a bug anyway.
In a mod of mine I have a station, opening a trade window in which results in crash, while many other stations work fine:
Code
java.lang.OutOfMemoryError: Java heap space
at com.fs.util.container.repo.ObjectRepository.<init>(Unknown Source)
at com.fs.starfarer.ui.Q.<init>(Unknown Source)
at com.fs.starfarer.ui.s.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.oOOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.B.??0000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.int$new(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.coreui.float.super(Unknown Source)
at com.fs.starfarer.coreui.float.?00000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.T.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.coreui.OO0o.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.String.int$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.String.int.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.String.int.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.String.P.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.String.P.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.D.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:96)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:46)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:52)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:110)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:139)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
Still this does not still look like a generic memory error, which are described on forum. I upgraded to 64-bit JRE with Xmx2048m and there is no logner an exception - everything just freezes. Well, didn't look like memory issue anyway.
The interesting thing about this is that it happens only if I enable vanilla events by adding CoreEventProbabilityManager. Without events all stations work correctly. Nothing special about this one though...
Last lines in log are written before clicking the Trade option:
Code
54890 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
54890 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Volatiles(Trading Hub)
54890 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Food(Trading Hub)
54890 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Supplies(Trading Hub)
Something is wrong with rules/events and I have no idea what exactly.
Anyone has ideas?

6
Modding / Trouble migrating to 0.65
« on: November 04, 2014, 09:36:44 AM »
Hello all!
Following the recent bugfix release I started to move my total conversion mod to support 0.65. And currently I'm completely stuck.
I believe that the problem is in fleet compositions/ship roles, because the stuff started to get weird after I created those files.

The problem is that after economy simulation there are absolutely no fleets in the world and all star systems are placed in one location in hyperspace. They at least were correctly positioned before I added ship role files.

Just for a sample, here is my default roles file:
Code
{
"interceptor":{
"fallback":{"fighter":1}
},
"fighter":{
"eve_a_fi_templar_wing":10,
"eve_c_fi_dragonfly_wing":10,
"eve_g_fi_firbolg_wing":10,
"eve_m_fi_einherji_wing":10
},
"bomber":{
"eve_a_fb_malleus_wing":10,
"eve_c_fb_mantis_wing":10,
"eve_g_fb_cyclops_wing":10,
"eve_m_fb_tyrfing_wing":10,
"eve_san_fb_shadow_wing":3
},

"fastAttack":{
"eve_a_f_crucifier_std":7,
"eve_a_f_executioner_balanced":8,
"eve_a_f_impairor_brawl":3,
"eve_a_f_magnate_std":4,
"eve_a_f_punisher_balanced":10,
"eve_a_f_slicer_brawl":3,
"eve_a_sb_purifier_std":1,

"eve_ang_f_daredevil_brawl":8,
"eve_ang_f_dramiel_balanced":8,
"eve_ang_f_echo_kite":5,
"eve_ang_f_medusa_kite":7,
"eve_ang_f_rogue_balanced":6,
"eve_ang_f_thug_kite":7,

"eve_c_f_condor_balanced":9,
"eve_c_f_griffin_std":7,
"eve_c_f_heron_std":4,
"eve_c_f_hookbill_brawl":3,
"eve_c_f_ibis_kite":3,
"eve_c_f_kestrel_brawl":10,
"eve_c_f_merlin_brawl":10,
"eve_c_sb_manticore_std":1,

"eve_g_f_atron_brawl":8,
"eve_g_f_comet_brawl":3,
"eve_g_f_imicus_std":5,
"eve_g_f_incursus_brawl":10,
"eve_g_f_maulus_std":5,
"eve_g_f_tristan_std":9,
"eve_g_f_velator_brawl":3,
"eve_g_sb_nemesis_std":1,

"eve_m_f_breacher_balanced":10,
"eve_m_f_firetail_brawl":3,
"eve_m_f_probe_std":4,
"eve_m_f_vigil_std":4,
"eve_m_f_reaper_kite":3,
"eve_m_f_rifter_brawl":10,
"eve_m_f_slasher_brawl":9,
"eve_m_sb_hound_std":1,

"eve_san_f_succubus_std":2,

"eve_soe_f_astero_brawl":2
},

"escortSmall":{
"eve_a_f_executioner_balanced":8,
"eve_a_f_impairor_brawl":3,
"eve_a_f_magnate_std":4,
"eve_a_f_punisher_balanced":10,

"eve_c_f_condor_balanced":9,
"eve_c_f_heron_std":4,
"eve_c_f_ibis_kite":3,
"eve_c_f_kestrel_brawl":10,
"eve_c_f_merlin_brawl":10,

"eve_g_f_atron_brawl":8,
"eve_g_f_imicus_std":5,
"eve_g_f_incursus_brawl":10,
"eve_g_f_tristan_std":9,
"eve_g_f_velator_brawl":3,

"eve_m_f_breacher_balanced":10,
"eve_m_f_probe_std":4,
"eve_m_f_reaper_kite":3,
"eve_m_f_rifter_brawl":10,
"eve_m_f_slasher_brawl":9,

"fallback":{"combatSmall":1}
},
"escortMedium":{
"eve_a_c_maller_balanced": 5,
"eve_a_c_maller_brawl": 5,
"eve_a_c_omen_balanced": 10,
"eve_a_d_coercer_brawl": 8,
"eve_a_d_dragoon_balanced": 7,

"eve_c_c_caracal_brawl": 5,
"eve_c_c_caracal_kite": 5,
"eve_c_c_moa_balanced": 10,
"eve_c_d_corax_balanced": 7,
"eve_c_d_cormorant_brawl": 4,
"eve_c_d_cormorant_kite": 4,

"eve_g_c_thorax_brawl": 10,
"eve_g_c_vexor_brawl": 10,
"eve_g_d_algos_balanced": 7,
"eve_g_d_catalyst_balanced": 8,

"eve_m_c_rupture_balanced": 5,
"eve_m_c_rupture_kite": 5,
"eve_m_c_stabber_brawl": 5,
"eve_m_c_stabber_kite": 5,
"eve_m_d_talwar_brawl": 6,
"eve_m_d_thrasher_balanced": 4,
"eve_m_d_thrasher_brawl": 4,

"fallback":{"combatMedium":1}
},

"combatSmall":{
"fallback":{"fastAttack":1}
},
"combatMedium":{
"eve_a_c_arbitrator_balanced": 6,
"eve_a_c_arbitrator_brawl": 6,
"eve_a_c_aurogor_std": 5,
"eve_a_c_maller_balanced": 5,
"eve_a_c_maller_brawl": 5,
"eve_a_c_omen_balanced": 10,
"eve_a_d_coercer_brawl": 8,
"eve_a_d_dragoon_balanced": 7,

"eve_ang_c_cynabal_balanced": 3,
"eve_ang_c_cynabal_brawl": 3,
"eve_ang_c_predator_balanced": 3,

"eve_c_c_blackbird_std": 6,
"eve_c_c_caracal_brawl": 5,
"eve_c_c_caracal_kite": 5,
"eve_c_c_moa_balanced": 10,
"eve_c_c_osprey_std": 5,
"eve_c_d_corax_balanced": 7,
"eve_c_d_cormorant_brawl": 4,
"eve_c_d_cormorant_kite": 4,

"eve_g_c_celestis_balanced": 6,
"eve_g_c_exequror_balanced": 5,
"eve_g_c_thorax_brawl": 10,
"eve_g_c_vexor_brawl": 10,
"eve_g_d_algos_balanced": 7,
"eve_g_d_catalyst_balanced": 8,

"eve_m_c_bellicose_balanced": 6,
"eve_m_c_rupture_balanced": 5,
"eve_m_c_rupture_kite": 5,
"eve_m_c_stabber_brawl": 5,
"eve_m_c_stabber_kite": 5,
"eve_m_d_talwar_brawl": 6,
"eve_m_d_thrasher_balanced": 4,
"eve_m_d_thrasher_brawl": 4,

"eve_san_c_phantasm_balanced": 1,
"eve_soe_c_stratios_balanced": 1,

"fallback":{"combatSmall":2}
},
"combatLarge":{
"eve_a_bc_harbinger_balanced": 8,
"eve_a_bc_prophecy_balanced": 4,
"eve_a_bc_prophecy_brawl": 4,
"eve_a_bs_abaddon_balanced": 5,
"eve_a_bs_abaddon_brawl": 5,
"eve_a_bs_apocalypse_balanced": 5,
"eve_a_bs_apocalypse_kite": 5,
"eve_a_bs_armageddon_kite": 10,

"eve_ang_bs_machariel_brawl": 1,

"eve_san_bs_nighmare_balanced": 1,

"eve_soe_bs_nestor_balanced": 1,

"eve_c_bc_drake_brawl": 4,
"eve_c_bc_drake_kite": 4,
"eve_c_bc_ferox_balanced": 4,
"eve_c_bc_ferox_brawl": 4,
"eve_c_bc_naga_kite": 3,
"eve_c_bs_raven_brawl": 5,
"eve_c_bs_raven_kite": 5,
"eve_c_bs_rokh_balanced": 5,
"eve_c_bs_rokh_brawl": 5,
"eve_c_bs_scorpion_std": 5,

"eve_g_bc_brutix_balanced": 4,
"eve_g_bc_talos_kite": 3,
"eve_g_bs_dominix_balanced": 10,
"eve_g_bs_hyperion_balanced": 10,
"eve_g_bs_megathron_balanced": 5,
"eve_g_bs_megathron_brawl": 5,

"eve_m_bc_cyclone_brawl": 4,
"eve_m_bc_cyclone_kite": 4,
"eve_m_bc_hurricane_balanced": 4,
"eve_m_bc_hurricane_brawl": 4,
"eve_m_bc_tornado_kite": 3,
"eve_m_bs_maelstorm_kite": 10,
"eve_m_bs_tempest_kite": 10,
"eve_m_bs_typhoon_balanced": 5,
"eve_m_bs_typhoon_brawl": 5,

"fallback":{"combatMedium":2}
},
"combatCapital":{
"fallback":{"combatLarge":2}
},


"combatFreighterSmall":{
"fallback":{"freighterSmall":1}
},
"combatFreighterMedium":{
"fallback":{"freighterMedium":1}
},
"combatFreighterLarge":{
"fallback":{"freighterLarge":1}
},

"civilianRandom":{
"eve_a_f_impairor_brawl":10,
"eve_ang_f_echo_kite":1,
"eve_c_f_ibis_kite":10,
"eve_g_f_velator_brawl":10,
"eve_m_f_reaper_kite":10,
"fallback":{"freighterSmall":1}
},


"carrierSmall":{
"fallback":{"carrierMedium":1}
},
"carrierMedium":{
"fallback":{"combatMedium":1}
},
"carrierLarge":{
"eve_a_ca_aeon_std":3,
"eve_a_ca_archon_std":10,

"eve_c_ca_chimera_std":10,
"eve_c_ca_wyvern_std":3,

"eve_g_ca_nyx_std":3,
"eve_g_ca_thanatos_std":10,

"eve_m_ca_nidhoggur_std":10,
"eve_m_ca_hel_std":3,

"eve_san_ca_revenant_std":1,

"fallback":{"combatMedium":1}
},

"freighterSmall":{
"fallback":{"freighterMedium":1}
},
"freighterMedium":{
"eve_a_in_sigil_std":10,
"eve_c_in_badger_std":10,
"eve_g_in_iteron_std":10,
"eve_m_in_wreathe_std":10,
"fallback":{"freighterSmall":1}
},
"freighterLarge":{
"eve_m_fr_fenrir_std":10,
"eve_g_fr_obelisk_std":10,
"eve_c_fr_charon_std":10,
"eve_a_fr_providence_std":10,
"fallback":{"freighterMedium":2}
},

"tankerSmall":{
"fallback":{"freighterMedium":1}
},
"tankerMedium":{
"fallback":{"freighterMedium":2}
},
"tankerLarge":{
"fallback":{"freighterLarge":1}
},

"personnelSmall":{
"fallback":{"freighterMedium":1}
},
"personnelMedium":{
"fallback":{"freighterMedium":1}
},
"personnelLarge":{
"fallback":{"freighterLarge":1}
},

"tug":{
"fallback":{"freighterSmall":1}
},
"crig":{
"fallback":{"freighterMedium":1}
},
"utility":{
"fallback":{"freighterSmall":1}
}
}
and here is the some of the factions':
Code
{
id:"eve_soe",
"color":[249,251,255,255],
"displayName":"Servant Sisters of Eve",
"displayNameWithArticle":"The Servant Sisters of Eve",
"shipNamePrefix":"SSE",
"logo":"graphics/factions/The_Servant_Sisters_of_EVE.jpg",
"shipNameSources":{
"ROMAN":1,
},
"description":"The Sisters of EVE are a humanitarian aid organization that is based on religion. The Sisters operate many stations outside empire space where weary travelers can seek refuge. SOE is also engaged in a scientific research project on the EVE gate, which they consider to be the gateway to heaven and are determined to unlock its secrets.",
"names":{
"old english":1,
},
"portraits":{
"standard_male":[
"graphics/portraits/portrait_corporate01.png",
"graphics/portraits/portrait_corporate03.png",
"graphics/portraits/portrait13.png",
],
"standard_female":[
"graphics/portraits/portrait_corporate02.png",
"graphics/portraits/portrait_mercenary02.png",
"graphics/portraits/portrait16.png",
],
},
"shipRoles": {
"interceptor":{
"fallback":{"fighter":1}
},
"fighter":{
"fallback":{"fastAttack":1}
},
"bomber":{
"fallback":{"fastAttack":1}
},

"fastAttack":{
"eve_soe_f_astero_brawl":2,
},

"escortSmall":{
"fallback":{"combatSmall":1},
},
"escortMedium":{
"fallback":{"combatMedium":1},
},

"combatSmall":{
"fallback":{"fastAttack":1},
},
"combatMedium":{
"eve_soe_c_stratios_balanced": 1,

"fallback":{"combatSmall":2},
},
"combatLarge":{
"eve_soe_bs_nestor_balanced": 8,

"fallback":{"combatMedium":2},
},
"combatCapital":{
"fallback":{"combatLarge":2},
},


# hybrid ships with good combat and cargo capacity
"combatFreighterSmall":{
"fallback":{"freighterSmall":1},
},
"combatFreighterMedium":{
"fallback":{"freighterMedium":1},
},
"combatFreighterLarge":{
"fallback":{"freighterLarge":1},
},

"civilianRandom":{
"eve_soe_f_astero_brawl":10,
"fallback":{"freighterSmall":1},
},


# carriers
"carrierSmall":{
"fallback":{"carrierMedium":1},
},
"carrierMedium":{
"fallback":{"combatMedium":1},
},
"carrierLarge":{
"fallback":{"combatMedium":1},
},

# freighters and such
"freighterSmall":{
"fallback":{"freighterMedium":1},
},
"freighterMedium":{
"eve_g_in_iteron_std":10,
"fallback":{"freighterSmall":1},
},
"freighterLarge":{
"eve_g_fr_obelisk_std":10,
"fallback":{"freighterMedium":2},
},

"tankerSmall":{
"fallback":{"freighterMedium":1},
},
"tankerMedium":{
"fallback":{"freighterMedium":2},
},
"tankerLarge":{
"fallback":{"freighterLarge":1},
},

"personnelSmall":{
"fallback":{"freighterMedium":1},
},
"personnelMedium":{
"fallback":{"freighterMedium":1},
},
"personnelLarge":{
"fallback":{"freighterLarge":1},
},

# utility ships
"tug":{
"fallback":{"freighterSmall":1}
},
"crig":{
"fallback":{"freighterMedium":1}
},
"utility":{
"fallback":{"freighterSmall":1}
},
},
"traits":{
"admiral":{

},
"captain":{
"cowardly":1,
"cautious":1,
"steady":1,
"aggressive":1,
"suicidal":1,
"fearless":1,
},
},
"dialogue":{
"greetingFriendly":"Acknowleding receipt of your AIS codes on secure channel. Communique on protocol Phi established. Over.",
"greetingNeutral":"You have been scanned and identified. Communique on protocol Nu established. Over.",
"greetingHostileAggressive":"By authority of the Sisters, you are ordered to take hyperspace drives offline, disable weapons and surrender. Over.",
"greetingHostileTimid":"Hostile vessel, be advised, linecast to system patrol craft has already been dispatched, reinforcements are en route. You are advised to power down weapon systems and disengage. Over.",
}
}
As you might notice, they differ from what is usually in vanilla:
- I have several factions, that do not have ships for some roles at all, so I have chained fallbacks with big depth. Probably it's not the problem.
- If faction has no fighters, corresponding roles fall back to normal ships. Maybe a mess with adding ships with FIGHTER_WING and SHIP flags..?

Other facts, that may be useful/would definitely be asked:
- Commodities and ships seem to be distributed correctly between markets after simulation
- I overridde starmap.json, channels.json, economy.json, default_ship_roles.json
- Mod has no vanilla ships (except a shuttle), weapons and star systems.
- Some of the factions (independent, pirates) do not modify default ship roles. Most of factions do.
- I did not override any economy scripts.

If you have any idea or advice, please comment!
Thank you

7
Suggestions / Display money bar always
« on: October 28, 2014, 09:42:59 AM »
Hello!
Not sure if this suggestion exists already or not, but could you please make the money (credits) indicator always visible in campaign? I suppose that now it is considered to be related with trade and that's why shown only on trade/fleet screens, but I feel really uncomfortable not seeing it while travelling between systems. Without it I can't quickly estimate whether I should go and buy supplies or new ships - I need to pause and go to specific screen instead.
Come on, this bar doesn't occupy a lot of place. Could you please not hide it?)
Thanks

8
Mods / [0.65.2a] EVE Mod
« on: May 26, 2014, 11:08:35 AM »
Hello All!
Here I present the EVE Online mod for Starsector. A lot of improvements have been made since the first version, making the mod much more solid.
The mod is a total conversion, so don't look for vanilla stuff and don't try to integrate with other mods.

Working with v0.65.2a (RC2)
Current build: 6 (2.3) (22 February 2015).
Requires LazyLib
Download

What does the mod have in its current state:
  • More than 100 original EVE Online ships: frigates, destroyers, cruisers, battlecruisers, battleships, carriers, dreadnoughts. More to come
  • Bunch of weapons: autocannons, artillery, blasters, railguns, missiles, pulse and beam lasers
  • Campaign integration. Campaign has 8 star systems
  • Factions: Caldari, Gallente, Amarr, Minmatar, Angel Cartel, Servant Sisters of Eve, Sansha's Nation, Blood Raiders, Guristas Pirates, Mordu's Legion, Rogue Drones. Plus pirates and independent
  • 15 missions

Campaign map:
Spoiler
[close]

Talking about ships, systems, hullmods and weapons, I tried to make the game correlated with EVE universe as much as possible. This means, that you can generally apply the EVE rules here: blasters for short range and high damage, Amarr having bonuses for lasers, Gallente focusing on drone swarms, Heron quite useless in rough combat, etc.

Ship hull types:
Spoiler
  • Fighters [Fighter size]: nuff said - ships coming out of the carrier deck. Note, that in this mod fighters are EXPENSIVE and almost useless without a carrier support. But a single fighter is just a bit less powerful than a frigate.
  • Frigates [Frigate size]: often even smaller than vanilla frigates, these tiny ships have incredible speed and mostly close-range weapons. Hit and run. Stealth bombers also belond to frigate size.
  • Destroyers [Destroyer size]: being much bigger than a frigate, they are easier to hit, and lack defence capabilities. Though, they carry tons of light weapons, making them specialized frigate-killers.
  • Cruisers [Destroyer size]: the main strike force of a small fleet. There are plenty of them around, so these ships are very versatile. Make them super-tanked of fast enough to catch a frigate.
  • Battlecruisers [Cruiser size]: more powerful and protected version of cruisers. And slower too. Biggest their problem is low vent rate, so watch the flux level. These are mostly useful in large fleets.
  • Battleships [Cruiser size]: these beasts usually carry stockpiles of heavy weapons and have excellent armour and shields, but they lack light armament and are an easy prey for a couple of frigates, which are fast enough to evade battleship main caliber.
  • Carriers [Cruiser/Capital size]: the same as in vanilla - a support base for fighters, having tons of hitpoints. In EVE there are no light carriers, so expect these ships to be quite an end-game stuff - they are the most expensive vessels in current version of the mod. Later, logistics capabilities will be added.
  • Dreadnoughts[Capital size]: currently the only capital combat ships. These are true behemonts of the battlefield with powerful "siege mode" system, allowing to fire at incredible distances with powered-up weapons. But they are almost useless without escort: swarm of small ships will easily deal with them.
[close]

Ships:
Spoiler
Full size
[close]

Special systems/weapons:
  • Target painter[beam weapon]: increases damage done to a hit ship. Less effect on big targets.
  • Jammer[system]: disables some weapons on enemy ships nearby for a few seconds. Number of affected targets ranges from 1 (frigates) to 2 (cruisers and battleships).
  • Stasis webifier[system]: greatly reduces speed and turn rate of enemy ship for some time. This system changes the gameplay A LOT, because with the web even slow clumsy ships are able to catch agile opponents, so don't rely on your speed too much.
  • Energy Vampire[system]: drains energy from nearby ships, adding flux to enemies and releasing some flux of host ship.
  • Remote repairer[beam weapon]: this weapon targets allies and slowly regenerates their hull hitpoints. It can not be found on market, but it is a built in weapon on carriers, support cruisers and some other dedicated ships.
  • Energy transporter[beam weapon]: this weapon targets allies and slowly reduces target flux level. It can not be found on market, but it is a built in weapon on carriers, support cruisers and some other dedicated ships. Impact of the beam immediately stops overload.

Introduction of these systems/weapons makes the gameplay quite different from vanilla, so do not underestimate these little helpers.

Screenshots:
Spoiler







[close]

Changelog for last build (2.3):
Spoiler
  • Added new star system Y-4CFK
  • Added Guristas Pirates and Mordu's Legion
  • New ships: Garmur, Orthus, Barghest + skinned ships for Guristas. Some of the skinned ones changed ship system and are quite different from the original ones.
  • Fixed problems with bounties by adding comm relays in every system. Bounties are no longer offered by minor factions.
  • Angel Cartel and Guristas will trade while hostile, just like the pirates.
  • Greatly reduced number of asteroids, should have positive impact on performance.
  • Weapons rebalance (again). Ballistic guns now reload in clips and regenerate ammo.
  • Reduced number of drones for small ships (1 at a time for under-cruiser ships).
[close]

What is planned for next major release:
Spoiler
  • Sleepers, W-space exploration
  • Serpentis factions
  • Tracking disruptor, sensor dampener
  • Convert EWAR and other utility systems to weapons and make them interchangeable. This depends on the implementation of my suggestion though.
[close]

What is planned, but might be not soon to come:
Spoiler
  • EoM, ORE, Jovians
  • T3 cruisers, but I don't promise :)
  • Blueprints and production
  • Skills redesign

If you would like to see some of these (or other) things in the next release, please post your opinion - I will adjust priorities.
[close]


What is NOT planned:
Spoiler
  • I have no intention to introduce every single ship. Mostly this is because it is difficult to specify a role for them. Also Oracle and Myrmidon will not be added because they look ugly from top :-)
  • The same about the weapons. Hullmods, damage type and mount type classification together give pretty various configuration possibilities. Though I suppose I will add a bit more weapons in future.
  • Realistic economy: though trading in Starsector is very simplified, while EVE is a vast self-regulated economy, I'm not going to make things complicated here. Really, admit that it's a different game.
  • Solar system security status and CONCORD: I don't think that it will be fun having whole star systems without battles. And it is difficult to implement, too.
[close]

Copyright:
Spoiler
I prepared ship and weapon sprites, but they are a render of original EVE content, and thus remain the property of CCP. Commercial use of this content is not allowed. This copyright notice should be displayed, if you are going to use the images somewhere else.

Here is the message from CCP support, kinda giving the permission to use all the stuff in the non-commercial mod (here the talk is about the fansite, but this is because the official rules are described only for them, the idea is more general):
 Your mod would not qualify as a fansite. However, you can consider the following rule to apply to the mod:

"Non-commercial sites may use content and resources from the official EVE Online website under the condition that the copyright notice below is displayed prominently on each page where those items appear. When using materials or content that was originally published elsewhere, proper credit must be given to the original author and used only by permission. When using content, including forum posts or blog entries, from the official EVE Online site, please include the name of the contributor and a link to the post or location of the content you're using."
To sum up: free to use for non-commercial purposes.
[close]

Kudos
First, thanks to CCP, who allowed to use their wonderful art and to introduce their universe in a mod!
Also, though I'm rather new to this forum, I have received plenty of help from answers to my dumb questions)
Apart from that:
-partly the code for target painter (EnderNerdcore),
-hard flux beams script (Debido and Xenoargh)
-game creation options in rules.csv (akeean)
-some sounds from freesound.org
Hope, the authors do not object. So, thank you guys!
And the developers of Starsector, of course, your game is awesome =)

Enjoy!

9
Modding / Is there any way to make beams generate hard flux?
« on: May 13, 2014, 02:26:53 AM »
Hello!
This is quite a duplicate of http://fractalsoftworks.com/forum/index.php?topic=3345.0, but I was warned about necro-posting, so decided to create another thread.
The question is: is it possible to make some beam weapons generate hard flux on target ship? I don't mean changing vanilla game, but just a possibility for modding.

In the referenced thread, Alex said:
Quote
I'll see about adding the ability to do hard flux damage to beam weapons via mods.
But it was in 2012 :) So I just wanted to raise the question again.
Thanks

10
Bug Reports & Support / Beam-armed ship always held in reserve
« on: May 12, 2014, 09:23:34 PM »
If an enemy ship has only beam weapons installed, it is always held in reserve in missions. Adding a single non-beam weapon makes it behave correctly.
Possible workaround described here: http://fractalsoftworks.com/forum/index.php?topic=7975.0

11
Modding / Beam-armed ship always in reserve
« on: May 12, 2014, 11:10:28 AM »
Hello! I'm making a mod and have a custom beam-only armed ship variant. The problem is that in the mission with this ship on enemy side it is always held in reserve. No matter if they are 10 vs one player vessel, they just don't appear.
If I change the single slot into something 'projectile', everything becomes okay and it is used properly.
What's the reason, am I doing something wrong? Or maybe it's a known issue?
Thank you

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