16
Modding / Re: [0.95.1a] Of Ludd and Lions
« on: January 21, 2022, 03:43:23 PM »
Is the Starslayer supposed to cost just 10 DP? Seems kinda low, considering the capital-level firepower it brings to the table.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Ya, sorry 'bout that. Fixed long ago in dev. This jar might fix it among a few other bugs, but I would back up your current one in case you want to try it out.
Hey, no problem. Coding is its own magical beast. Like playing Telephone with a very stubborn robot, where the end goal is to paint a nice picture. And sometimes gravity inverts if you don't put a lightbulb in the corner. The light doesn't have to be on, or even visible or plugged into anything. But if you don't have the lightbulb, gravity inverts. You hate it, I hate it, but if life is kind someone before you left documentation about why a random lightbulb is there and what it does.
With regards to modular weapons/shoulders, is it possible to have the body be the "ship" and both the arms/shoulders and the guns be combined, modular "turrets" that are then swapped around? I ask because if matching recoil patterns is a problem, a solution might be to simply build the arms and weapons as one piece that gets plugged into the body (though the end user would likely never notice that the arms are being swapped; visually only the guns would change), so you'd only have to match the recoil animation to the arm the gun model belongs to, instead of trying to set the arms to work with every recoil pattern.
I might be misunderstanding, but that's how it works now. Shoulders are seperated but they mirror the recoil of the arm weapon, which graphically is arm + gun. the actual ship isn't visible, as the "torso" you see is in game terms a decorative turret (sometimes an actual weapon)
In other news, you can now rename your squadrons and pilots (to a degree)! WOW!
Love the idea of the mod, but I'm still getting crashes to desktop due to something missing from the Charon.Spoiler21198 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Torchships (data\variants\TADA_whirlwind_support.variant)]
21198 [Thread-4] INFO com.fs.starfarer.loading.SpecStore - Loading variant [data\variants\sabre_fighter.variant]
21199 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC (data\variants\sabre_fighter.variant)]
21200 [Thread-4] INFO com.fs.starfarer.loading.SpecStore - Loading variant [data\variants\UNSC_Frigate_charon_logistics.variant]
21201 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC (data\variants\UNSC_Frigate_charon_logistics.variant)]
21452 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Weapon spec [breach] not found!
java.lang.RuntimeException: Weapon spec [breach] not found!
at com.fs.starfarer.loading.o00O.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Here's the full thing, whenever you get the time.
(You can order a "direct retreat" on individual ships if you want this behavior, btw.)Though that doesn't work after a full retreat has already been ordered, right? Since the player can no longer issue orders.
(Maybe full retreat state can allow orders to be issued for free, but only retreat and direct retreat orders are permitted)
It's possible your cruiser is simply too slow to escape and is trying to defend itself. You do want you ships to turn around and fight rather than let the enemy nuke them from behind.
I do hope to see the Epoch. Kinda disappointed stuff isn't more proportional to it's size, but beggars can't be choosers.
Okay after messing around a bit, I feel like the Paris and Charon should be smaller. Make them actually smaller. All the sizes feel wrong in the game.
Also I feel like the Marathon needs a stronger MAC that isn't a triple fire one. One more general purpose. Some Archer missile pods with 4 or 8 round bursts and an auto loader for anti armor work would be appreciated.
Hey love the direction of the mod!
I have something that might be able to help you with creation of more sprites for the mod.
back about make 5+ years ago there was a guy on youtube named Loudsoundmovies2 Link provided - (https://www.youtube.com/user/loudsoundmovies2/featured)
He created this game called Halo vs Star wars which was an RTS the focused on space combat he then added ground combat afterwards
he had the top down of pretty much all the ships from both halo and Star wars. Hes still active creating an RTS engine for his fan made Series. He also had the ships of the Covenant as well.
https://www.youtube.com/watch?v=HiFK_3Lo54E Trailer
The download folder has every single sprite for all the ships including things like the MAC cannons which are pretty cool.
First of all about damn time! secondly, I personally think going in the direction of a HALO UNSC inspired faction adapted to Starsector lore would be better (though considering i love Descendants so much that`s a bit hypocritical) , in my opinion, since it would give you greater freedom in terms of faction lore and sprite work. In addition I really curious if a no shield faction could be made to work in Starsector maybe give them super good ECM/ECCM to balance out the resulting fragility?
Should say i recognize this is super early and rough though, really hope you have the time to put into this to make it shine!
I actually agree that it may be better in the long run for you to turn this into a faction based on the unsc.
Either way great work!
btw not sure if it is other mods (im doing a random sector nexerelin run with derelict empire active), however, no unsc ships spawn in their fleets and havent found any unsc ships anywhere either
do they just have a really low chance of spawning? is a lack of heavy industry on their planet possibly the issue?
One way to accept UNSC shields is to have them all be equivalent to makeshift shields. The UNSC got pretty good at reverse engineering and make use of AI, so giving them all weak shields would be plenty lore friendly. From the sounds of it they already have small shield arms to go with their profile anyhow.
I look forward to trying this.
Thoughts on adding the UNSC Infinity as THE capital ship? Or perhaps it's lost somewhere hard to get to and hard to find? I'd also love to see Condors as some sort of fighter, fragile units with really hard hitting spartan lasers. Regardless, awesome mod. Keep up the great work!
Hello! This is my first post here, and I hope you're still working on this. I've had a lot of fun running around the sector in a souped up Halcyon.
A few suggestions I have (and you're free to ignore me, it's your mod after all and you're doing all the work for our collective enjoyment):
1) Corvettes and prowlers could be used as a frigate sized ship for the faction in game. The Gladius-class does come with a MAC according to the wiki, but could instead be implemented as a particularly cheap destroyer. A Prowler variant of it could be made with a focus on mine laying and have similar detection bonuses on the system map as phase ships. That being said, I do agree with Captain Waffle's assessment that you really did nail the fleet compositions, and I'm not sure how this might screw things around.
2) Possibly adding the Phoenix-class (or a smaller variant, as you did with the Punic-class) as a large support ship with larger cargo and crew capacity? Something along the lines on if you put a Colossus and Valkyrie together into a cruiser/capital size. If made into a capital, then it could serve instead as the flagship of a more exploration style fleet, with greater emphasis on fighters, a mini-MAC equivalent that could function like the Strident's MAC but with more stored shots and less damage, and bonuses to salvaging resources and fuel? It was supposed to be a colony ship, and it'd be kinda nice to have something a little non-combat focused.
3) With regards to the relative weakness of point defense on UNSC ships and what seems to be a lack of utilization of the Marathon's fighter slot most of the time, a possible solution could be to introduce a new fighter that's utilized in an interceptor role. Sort of having them be like the mining pod auxiliary for the Venture-class. This suggestion mostly comes from my memory of Halo: The Flood, by Dietz, where during the space battle over the Halo Ring, there is mention of an officer on the Pillar of Autumn managing the ship's Longsword fighter screen. As you've already made the Longswords, my original thought was to use Broadswords for this, but then I realized that there's already a Broadsword fighter in game...
Still, I'm having a lot of fun with the mod so far, and I hope to see you flesh out the UNSC even more. I just hope that I can maybe provide some more food for thought you can use to expand out their roster. Thanks for all your great work!
Ever since I started Starsector a few years ago now I've loved the idea of a HALO mod. I don't have the skill to make it myself so I stayed quiet about it. I'm so excited to try this that I'm booting the game up right now Thank you for this mod Apple, I truly appreciate it!