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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Razor98566

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1


I get an error trying to load the mod.

Unable to load some kind of resource

18235 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [Battlestar Galactica Revived.version]
18374 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [Battlestar Galactica Revived.version] resource, not found in

Ah sorry, silly mistake from me. Fixed the current release. Should work now :3

2
Hello everyone,

I have published a small update that removes the BSG ships from the vanilla fleets entirely!
Was trying to wrap my head around making quests, got a prototype ready but that's still not finished at all haha so it'll be some time until those are released.

Quote
I don't suppose a future update will include the type 2 basestar seen in Blood & Chrome? The one that the Osiris rams and nukes?
I don't think I will include that one tbh. I'm not a big fan of B&C as is, for example the overpowered Galactica is just absolutely insane and I think all ship roles needed are fulfilled tbh so I don't really see the need to bloat the fleet rosters even more.
If I get some free time/capacity I might think about it tho. The ship design is nice and overall I like the idea of the ship (I also included the Osiris but I did that solely so I could have a stealth ship :P)

Quote
it might be good to give battlestars an ability to deploy all of their equipped vipers en masse from the sides of the ship while all other kinds of strike craft launch normally from the hangars

This is gonna be a balancing nightmare tbh. Making fighters launch on button press is possible but I think that would require the removal of the combat jumps (I really like those so I won't remove them)
Launching a mass fighter assault would prove to be hella OP tho, this mod is already hard to balance as the BSG type of weapons (ballistic artillery with high fire rate and good range) are pretty OP in Starsector.
I'm not gonna stop anyone from adding that ship system themselves tho would certainly look cool! :)

3
Hey guys,

I am currently working on a new version, I'll nerf their spawn rate so they don't spam vanilla fleets  :)

I thought about adding more ships with shields but then I would have to go a little into the non canon territory idk how I feel about that.
Would adding more armor or flux solve that problem? I am terrible at balancing so any input would be much appreciated.  ;D

Also the I think about deleting them completely from vanilla fleets, maybe that'd be a better choice for the general public. ^^
(I'll keep them in my private version tho :P)

4
Hello there,

this mod was a long time request of a good friend of mine.
It basically adds two new ships to all the vanilla factions called the Doom 2.0 and Hammerhead 2.0, which are two reverted or "unnerfed" versions of their former self.

The Doom is now moving at full speed again while in Phasecloak and the Hammerhead got it's old firing arcs and stats back.
I added these two as their own ships so they exist alongside the vanilla ones and I have altered their Sprite to be visually distinguishable.
Another request from said friend was to add the Albanians to the sector which I kinda did as I altered their sprite in both making them red and adding the Albanian Eagle on them.

Here's a picture of both ships ingame
Spoiler
[close]
Get your version now!

5
Modding / Re: Adding SpaceStation to Custom Mission Java file
« on: July 07, 2023, 02:25:35 AM »
You can add stations just like you would add another ship to the mission. So to add the standard variant of the Remnants Station you have to add the following line to the MissionDefinition.java file:
Code
api.addToFleet(FleetSide.ENEMY, "remnant_station2_Standard", FleetMemberType.SHIP, "Chereknov Remnant Station", false);
The variant files can be found in the directory:
*\Fractal Softworks\Starsector 0.96a\Starsector\starsector-core\data\variants\stations

6
Find it a bit weird that cylon ships are sold in non cylon markets, and that viper mk1's have shields, but a great mod nonetheless.

Ty for the feedback ^^

Honestly I just thought they had shields like the capital ships but after looking further into it they seem to only have some form of thermal shielding around the cockpit (the Vipers at least).
I wasn't sure if I should make the Cylon's and Colonial's weaponry available for other factions, same goes for their ships in the fleets of other factions.

Until now it was my "headcannon" that after they arrived in the Sector the other factions just took some of their equip/blueprints etc. and integrated that into their markets/fleets.
Wouldn't be hard to change tho and I do not really care about it, so if you guys think it would be better if the Colonials and Cylons kept their stuff to themselves that's fine. I'll think about it for the next update  :).

7
Hello there,

I just bumped up the version number so the game loads the mod again.
Should work as it did before, didn't get around adding anything in the meantime sadly but I hope slamminabw and I get something out in due time.

Link as always in the OP.

8
Hello guys,

sorry for the long silence, some private things distracted me big time (mostly work, yikes!) but I got around to add a few things I wanted to do for some time now.

The changelog is on github linked in the OP but in short:
Two playable fighters have been added (the Taipan Heavy Fighter for the Colonies and the Vespid Heavy Bomber for the Cylons, both with built-in weapons so no custom loadout might change that if demand is there).
Added two new weapons, Colonial Siege Artillery and Cylon Nuclear MIRV Launcher. Those two give both factions some better siege ability against star bases and I wanted to do some MIRVs so that was a good opportunity for that.

@slamminabw I am honored that you did those things to the mod honestly!  :D
Shoot me a DM if you want so we can talk about it.  Esp. balancing and the rats tail that comes along with it was always the department where I'm most unsure about what to do.
But in general: if you (that goes for everybody) wanna do something with the mod just do it I don't care ^_^

9
Hi, signed up to say. The hydra tanker replaces 60-80% of ships in the npc bounty fleets and is present in almost every fleet of the game. I have 90+ mods and he replaced all.

Hey, thanks for the feedback. Didn't notice that before but the ships are too present in general, I'll tune the numbers down a bit with the next update! ^^

10
Hello there,

after a long break from modding to focus on my job I finally managed to finish the next patch!

With this update we see the addition of almost all missing ships from BSG:Deadlock which means that almost all important canon war ships are now in the game. The Cylon Colony and the Djerba Basestar are still missing, I left out ships like the Minerva, the Jupiter variants or the Cylon Medusa as they wouldn't add much to roster I think.
I have also added two new guns namely two autocannons, one for each side. Those are somewhat competent mid size anti material guns with small anti fighter capabilities.
They have been added to bring a little variety to the weapon roster, especially on ships that are too small for artillery or heavy machine guns.

Oh and the version number has been bumped to the most recent Starsector Patch!


So say we all!


TL;DR:

The following ships (15) have been added

The Colonies (9):
  • Manticore
  • Janus
  • Heracles
  • Ranger
  • Berzerk
  • Atlas
  • Adamant
  • Minotaur
  • Orion (also added a cloak ship system with this one)

The Cylons (6):
  • Nemesis
  • Phobos
  • Gorgon
  • Cerberus
  • Argos
  • Cratus

The following weapons (2) have been added:
  • Colonial Autocannon
  • Cylon Autocannon

Other changes:
  • Some variants have been edited (switched weapons out for Autocannons)
  • Added a new mission with random ships
  • Minor balancing changes
  • Starsector 0.95.1a compatibility
  • Removed Herobrine

Known problems:
  • I'm not so sure about the current size of ships like the Heracles and Ranger, might make them a bit smaller in the future.
  • I actually didn't touch any of the previous issues, didn't feel like bug fixing but I'll do it soontm. inhales massive amounts of copium

11
Mods / Re: [0.95a] Battlestar Galactica Portrait Pack v1.0.6
« on: July 05, 2021, 12:39:36 PM »
Love it, fits the vanilla style very well!

So say we all! o7

12
Modding / Re: [0.95a] Battlestar Galactica Revived 0.85
« on: April 17, 2021, 07:43:22 AM »
Hello there,

I originally planned this update to be just a small bump for 0.95a compatibility but as my mod kind of won't launch without Nex I had some more time to add a some more content so here we fraking go.

With this update we see the addition of the Ragnar Anchorage and the Resurrection Hub to the game!
I always wanted to give the two factions some unique stations to solidify the concept of them somehow jumping in to the sector and trying to use as much of their own tech as possible. With the resurrection ship being added with the last update it was only natural to add the Resurrection Hub as well, for the colonies I decided to go with the Ragnar Anchorage. It didn't seem to be actually armed in the series but the Daidalos in BSG Deadlock had some missile launchers and viper launching bays so we'll just go with the explanation that the colonies decided to arm that thing some more to have a station capable of defending itself, same goes for the more heavily armed Resurrection Hub.

Although the hub has a wide array of missiles it's heart of defense is the resurrection. Since the resurrection ships can already resurrect a swarm of raiders I thought about how to turn that up a notch and so I had the idea to let the hub revive 2 Basestars MKII! The standard loadout doesn't seem to use the missiles that much so I think it is fine to spawn in 2 Basestars that try to defend the hub.

While the hub has it's resurrection the Ragnar station has it's heavy array of KEW Batteries and PD guns. Entering it's combat zone isn't something for the light hearted folks.


TL;DR:
  • Added two stations "The Ragnar Anchorage" and " The Resurrection Hub"
  • Added two missions with the goal of destroying each station
  • Changed the weapon sprites a bit
  • Balancing changes
  • 0.95a compatibility
  • Small balancing changes
  • Removed Herobrine
  • General system stability improvements to enhance the user's experience
  • Removed Herobrine

Known problems:
  • The industry icons for the stations look really bad
  • You can build both modules but only the last one build exists (tho I think you shouldn't be able to build the station like any other industry? I might do something about that when I found out what is causing that)

13
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.80
« on: March 07, 2021, 08:59:25 AM »
Hello there,
with this update we add an important ship to the Cylons, the Resurrection Ship!
It's functionality is similar to what you'd expect, it is "reviving" Raider MKII squadrons in battles and has minimal weaponry (4 small missiles launchers). It is intended to be a support vessel that adds around 15 Raiders to the fight.
Some other additions with this update are TOS Fighters for both the Cylons and the Colonials (Raider MKI and Viper MKI with laser guns and shields and their own sprites), it was kinda distracting to see and hear the TOS fighters use the same weapons as the RDM ones so I changed them up to have a different sprite (Viper MKI and a different color and green markings for the TOS Raider MKI) and more fitting weaponry as well as shielding.
I know that the TOS fighters never had shielding in the series but I took some freedom to add it to them, you can always disable the shields in the "ship_data.csv" if you really want to
The Resurrection Ship has also been added to the Combat Large starting fleet when using Nexerelin.

Another big thorn in my eye was the turret sprites. I changed them all to not look as place holderish as they did before!
(Last thing from my "polish this stuff asap" list checked!)

Link as always in the OP!

That's it, stay tuned for the next updates!

TL;DR:
  • Added ships:
  • ... Resurrection ship
  • ... Raider MKI (TOS)
  • ... Viper MKI (TOS)
  • Changed the Combat Large start for the Cylons in Nexerelin
  • All turret sprites have been updated
  • Small balancing changes
  • General system stability improvements to enhance the user's experience
  • Removed Herobrine


You are doing the lords work.

(I actually remember playing a version way the hell back with the old "Full size", fully loaded ships and holy damn, they blasted the refit screen through a wall and good luck not crashing when they opened fire with there 9000 turrets XD So glad to hear ya downsized'em.)

Thank you very much!
Yep, I think it was around 130 PD turrets for either side of the Battlestars xD

14
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.70
« on: November 13, 2020, 08:57:27 AM »
Hello there,
so this was supposed to be a rather small update but midway through the changes I wanted to make some kind of spontaneous urge of "just add another small thing" has struck me and here I am trying to summarize most of it!

So what was the goal of this patch and what has been added/changed?

Originally I just wanted to do some smaller things that were bugging me, like adding a contrail to the missiles or balance stuff(mostly just tweaks in the ship_data.csv and weapon_data.csv) but I had some free time and decided to add both a TOS Basestar and Battlestar as well as their laser turrets and "super weapons" namely a Colonial and a Cylon Pulsar Cannon and a Heavy Tylium missile launcher!
The capital ships play similar to their RDM counterparts but only have access to the energy weapons, the Pulsar Cannon and the Heavy Tylium Missile. They are weaker in armour and hitpoints but have a good 360° shield. Right now their standard variants come with ViperMK2s and Raider MK1s, I wasn't sure if I should do Classic Raiders and Viper MK1s, maybe with a following patch :).

The second big part of this update revolves around all existing Sprites. I have done some extensive play testing and came to the conclusion that, even after the first sprite shrinks, the sprites are still way too big. So I have changed every ship again to fit in with the rest of the Sectors's ships! Now the Mercury-Class isn't twice the size a Paragon anymore and that's really good. Playing with a mixed fleet of both bsg and vanilla or other mod faction's ships feels way better.
Together with the sprite's rework I have changed some projectiles, the biggest the aforementioned missiles. All of them have some kind of contrail based on the series and what fits in-game. The dual point defense cannons have a new projectile and edited explosion as well. Some other minor tweaks to other projectiles have been thrown in there but I can't remember the specifics.

The next big part of this update is balancing. The last update made some nice progress towards BSG ships being in line with vanilla balancing and with this update we continue that path. I have done some more extensive play testing in that regard, tested several scenarios and what a ship can do with what weaponry and I'm really happy with the results. You can't just take a Mercury or Jupiter-Class and wreck havock across the sector! The Cygnus was toned down a bit as it was way too powerful and I adjusted several weapon arcs so you can't just shoot every gun at every angle.

I also added starts for the new TOS ships in Nexerelin.
New missions have been added.

TL;DR:
- Two new ships, the Artemis Battlestar and the Hades Basestar (both TOS ships, renamed the old Hades Basestar to Basestar MK1 and changed the sprite to be the one from Deadlock, which is considered the canon model for it)
- Added new energy weapons for both factions
- Added Two large weapons, the Heavy Tylium Warhead and the Pulsar Cannon (Cylon and Colonial variant)
- All sprites have been shrunken down in size
- Projectiles and missiles have been edited, missiles now have a longer contrail (no those are no chemtrails, we're keeping the sector clean ^^)
- HEAVY balancing changes
- Nexerelin starts with the new ships have been added
- New missions have been added (Battle of the Ionian Nebula (both Cylon and Colonial variants), Battle of Cimtar (TOS))
- Removed Herobrine

Download link as always in the OP.

15
Modding / Re: [0.9.1a] Battlestar Galactica Revived 0.60
« on: November 05, 2020, 12:37:52 AM »
I'll check this out later, I quite liked Rushyo's Battlestar mod, They were shrunk down really well and quite balanced but I think real life got in the way for him and it was unfinished, I did some tinkering with the version I had downloaded putting in extra Battlestar's and stuff. Good luck with it :)

Hello there,
Thank you for the comment! ^^
I haven't gotten around to actually play his mod yet, too lazy to download a lower version that works with his mod xD.
But I digged through his files out of curiosity and I really liked what he was doing there.

One of the things I'm still unsure about is the scaling of my ships and that I have too little in the lower end I think.
But it's a real pain to rescale everything again, changing the position of bound polys and weapon placements is such a pain >_>.

Balancing wise it's all starting at a relatively high mid range I think going up to rivaling other capital ships and if properly equipped outmatching them when commanded well.
Well if it wasn't for the Defender/Erebus and the Intruder there wouldn't be much for the early game
I'm not really sure what to do in that regard, I already managed to tone it down to a level at which I think it is kinda okay tho. Just a few updates before one Battlestar could go toe to toe with most Battlestations/Star Fortresses which wasn't what I wanted :x

I'm currently working on implementing two TOS ships tho, just to have some laser pewpew in the mod which I was really missing.
Still need to think about more smaller early game ships tho but there just isn't much there in the BSG universe and I don't wanto to start including too much non canon stuff. :/
Maybe some more Deadlock ships would do the trick?


Feel free to check everything out and leave some feedback! ^^

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