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Modding / Re: [0.95a] Steel Cardinal Armada
« on: May 21, 2021, 06:50:22 PM »
very good. i like the style, the color palette is also very nice.
excited for the independent integration!
excited for the independent integration!
Starsector 0.96a is out! (05/05/23); Blog post: Narrative in 0.96 aka Movie Night With David (06/02/23)
I wanted to create an account simply to echo the praise that this mod has been getting. I love it as well! In my opinion, the Xhan ships are indeed on the weaker side (so you might want to raise their capabilities a little), but the Pamed are very strong indeed.
I am also eager to find out about the Hiveships and the Brakad. Is there any way I can find their blueprints, or are they simply unique/found as wrecks, and gone if destroyed? I feel that the Brakad is really useful in any fleet, and the Hiveships feel awesome to use (and abuse), but I'd like to afford being less careful with them.
Would also love the lore behind them!
Keep up the great work.
Hey if you can, it would be nice to have this (for now) spawn as regular ships in scavengers and independent (albeit very rare)
I was thinking of doing that myself, if for no other reason that to gain some knowledge -I want to make a faction myself someday
With your permission of course!
I'm going to start a playthrough on youtube soon with the goal of showing off the modability of the sector (I have around 80 enabled mods currently) and to be quite honest I would be remissed if I didn't mention how much I want to have a fleet with at least one or two of your ships.
My intent is to pilot an aleste fighter/frigate from arma armatura (until I find an einhander) and assemble a (nearly) unstoppable force of (totally not gundams). It is supposed to be an elite fast attack strike force, and having a few gunboats would be sweet and really add a lot to the mobile suit vibe.
I just uploaded an updated file. Now both Independent and pirate will spawn them. The ship and weapon showed in the independent market and the black market. BTW, thank you for offering the assist! Honestly, I almost gave up but I somehow manage to do it.
To make the ship spawn you need to set up files under the folder "data/world/factions". There the main file will be "default_ship_roles.json". This file dictates the class of the ship spawn, so the bigger the ship the harder it will spawn. Then you need to set up individual faction .json. For example, I have independent.json and pirates.json. Each of them makes the ships, weapons, and wings spawn in each faction's fleet.
Yo!
I was thinking about using drones as mobile weapon platforms and with the Einhander got a real good example in your mod.
Now I just want to know if I got it correct or if i missed something while looking at your code:
you're using a hullmod that looks for the weapon slot WS0001 and compares it to the fighter variant, changes it's weapon if it's been changed by the player and as soon as battle starts you replace that module with a fighter that uses that variant.
I found the hullmod, the fighter and all variants, the Einhander ship file and I can make sense of it. The only thing I don't get is how you get rid of the module ...
please enlighten me