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Topics - Gwyvern

Pages: 1 [2]
16
Suggestions / Bring frigates back to the late game.
« on: October 31, 2018, 08:20:01 PM »
Hey so when talking amongst my peers it seems the general consensus is that late game, frigates and even destroyers don't really see much usage, as fleets shift toward more and more capital ships as they become available.

I personally try to avoid this actively as I find all or even mostly capital fleets to be boring, but I think there are several legitimate reasons for this trend.

-Capital ships, while carrying hefty up-front cost, are actually more efficient per-ton than smaller ships.

-Late game economics makes the entry fee to using capitals negligible, and while generally slower, capitals carry more guns, more armor, more hull, and more fighters per supply/month than any other class of ship in the
game, in fact, the same can be said for cruisers compared to destroyers/frigates, and destroyers compared to frigates.

- Capital ships can last far longer in combat than anything else.

- The CR and PPT mechanics work together to make sure that battles keep moving, and don't grind to a standstill where smaller, lighter ships endlessly poke at larger ones for hours on end, unable to be countered until the larger ship dies. For obvious reasons, this is good, but it also has led to a situation to where deploying frigates and destroyers to large battles makes little sense as they will usually start running out of PPT long before the capital ships have even reached their mid-game

What I'm proposing doesn't exactly address everything that makes smaller ships a questionable choice late game, but I do think it will help one of the bigger bullet points.

Allow smaller ships to receive an in-combat bonus to PPT when they are supporting larger ships

Similar to how PPT doesn't tick down if there are insufficient enemies nearby, implement some sort of system by which PPT will tick down slower if there are sufficient allies of a greater hull size nearby.

I really don't know the specifics of how this would be set up, but I can at least imagine it probably shouldn't apply if you're running an all-frigates fleet or are flying one destroyer in a frigate swarm, basically the overarcing goal would be to encourage mixed fleets consisting of both large and small ships that the player can fit for whatever roll they think they would best serve, instead of the current reality whereby frigates and destroyers are mostly relegated to chasing down smaller, fleeing fleets because in large battles they are outgunned on all fronts, have no staying power, and are generally more expensive to operate in large numbers in the long-term compared to bigger hull sizes.

Also just a pre-emptive clarification: PPT affecting hull-mods aren't a solution because by necessity they will require OP and thus make any build weaker. While larger ships don't need to spend OP on just remaining viable and can instead only take such hullmods if their specific build benefits from it. They also arguably don't do enough for frigates in particular to really matter.

17
Modding / Question about the hull restoration tooltip.
« on: October 14, 2018, 04:47:20 AM »
Is it supposed to read that the ship will not be converted to the base hull for this ship type if the skin in question possesses the "restoretobasehull: true" tag, and does in fact convert it to the base hull?

Is this a bug, do I need another tag, or is it a missing feature?

18
Suggestions / Fix Alternating Weapon Mode.
« on: October 10, 2018, 07:59:09 PM »
This firing mode is basically un-usable by the player in a good 80% of cases by the fact that it includes weapons that cannot currently aim in the sequence, meaning you must either stay hyper-focused on keeping *all* included weapons within arc, or accept that you will be wasting flux firing into space a good chunk of the time.

So can it be fixed to where it can add or remove weapons to the firing sequence as the aiming reticle moves in or out of the individual arcs? There are quite a few weapons I'd like to use in alternating mode if it wasn't such a pain.

19
Mods / [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: October 03, 2018, 04:24:09 PM »

LEGACY OF ARKGNEISIS
v1.9.12
DOWNLOAD
REQUIRES LAZYLIB Here
REQUIRES GRAPHICSLIB Here
REQUIRES MAGICLIB Here

Compatible with Nexerelin



The Anarakis Reparations Society


If fragmented and incomplete records are to be believed, the Anarakis Reparations Society was originally little more than a band of anti war protesters dating back to the earliest days of mankind's conquest of space. This notion seems almost disingenuous, as the organization that exists today is made up of some of the least trustworthy people to be found anywhere in the Persean Sector. Filling their coffers with pirated goods for some unknown end, most are advised to avoid the ARS. Most also ignore this warning, seeking to take advantage of their lackadaisical attitude toward trade regulation, or to bribe their aggression in a particular direction. In spite of their reputation, or perhaps because of it, they have carved out a niche in Sector politics as a useful tool for more established powers.



Legacy of Arkgneisis currently adds a single faction to the campaign, that of the Anarakis Reparations Society, a duplicitous quasi nation of privateers and terrorists that make the reaches of deep space their home.

This includes:
-An entire line of unique ships from corvettes to battlecruisers, with a full set of GraphicsLib maps for dynamic lighting!
-A line of unique weapons and wings mostly geared for medium-to-long range combat, also integrated with GraphicsLib's dynamic lighting features
-Several new stations seeded throughout the vanilla systems
-Nexerelin support
-Commissioned Crews support
-More content on the way!




Ships
The Anarakis Reparations Society flies an odd line of ships dating back many hundreds of cycles, but with no obvious design lineage. At first pass they little to write home about, appreciable engine specs are dragged down by undersized shield cores, mediocre armor, and anemic flux systems. But just under the surface, a good mechanic will find a playground of generous engineering specifications, allowing these heaps of junk to be fine-tuned into vicious, customized war machines.

The blueprints for these ships utilize dated physical and digital mediums that totally sidestep production chips all together. Being easily replicated, the ARS is often willing to sell plans to parties they hold in esteem.

Spoiler


Fox Class Corvette
Small and fast, geared toward scouting and commerce raiding.


Walsh Class Frigate
Reliable and aggressive, capable of punching above its weight.


Edith Class AWACS Frigate
Fragile and poorly armed, but capable of strengthening its allies.


Sherman Class Frigate
Massively durable for its size, great for plugging holes in a battle line.


Ike Class Assault Shuttle
A cost effective small troop transport for raiding on the move.


Reid Class Heavy Frigate
Fast and bristling with guns, frigates beware.


Thatcher Class Light Destroyer
Cheap and dependable, with more bite than it lets on.


Norwood Class Combat Tanker
A large stockpile of missiles strapped to a large stockpile of fuel.


Burke Class Destroyer
Slow, but durable, and possessing immense range.


Caswell Class Light Carrier
Capable of deploying mines and strike craft, often at the same time.


Victoria Class Destroyer
An iconic all-rounder, combines attack and support roles into one.


Osmond Class Heavy Destroyer
Massive and possessing heavy firepower, also functions as an interdictor.


Hawke Class Drone Carrier
Lacking against single targets, but effective at controlling crowds.


Jameson Class Freighter
An appreciable amount of cargo space defended by destroyer-grade fighter capacity.


King Class Cruiser
Aggressive in the extreme, capable of putting large volumes of gunfire downrange.


Lyons Class Cruiser
Supreme durability and a varied weapons package leave few angles of attack.


Macnamara Class Heavy Cruiser
Fast and bristling with guns, cruisers beware.


Alastair Class Battlecruiser
Small for its class, but adaptable, also functions as a heavy interdictor.

[close]



Weapons
In addition to their ships, the Society produces a number of unique domestic armaments. These likewise have no traceable design lineage, and schematics for them are overwhelmingly physical with little to no consideration for Autoforge compliance. This forces them to rely on the Sector's more ubiquitous offerings to ensure their fleets are fully equipped.

The blueprints for these weapons utilize dated physical and digital mediums that totally sidestep production chips all together. Being easily replicated, the ARS is often willing to sell plans to any parties they hold in esteem.

Spoiler


Bongo and Bass Drum
Saturation PD weapons that excel against missiles.


Bullpup and Bulldog
Long range high explosive auto cannons with a timed fuse.


Incendiary Sprayer and Blaster
Cheap piston catapults that hurl huge blobs of voracious pyrotechnics.


Shield Pike and Shield Lance
Burst weapons firing dense streams of charged ions.


The Monogram and heavy variant.
Efficient, rapid fire railguns possessing immense range but low damage.


The Pellet series of coilguns
Powerful, long range kinetic weapons that hurl jets of relativistic particles.


Light, Standard, and Heavy Plasma Drivers
Microrails spraying tiny volumes of heated plasma at incredible velocity.


Standard and Heavy Electron Rifles
Efficient energy blasters capable of stopping torpedoes in their tracks.


Plasma Buster
A modified Plasma Driver that feeds off of pre-filled tanks to deal immense damage at close range.


Lighthouse
A bargain-bin ballistic-mounted laser weapon suffering from poor accuracy and damage throughput.


Can MRM
An expensive, reloading kinetic missile launcher launcher designed to suppress shields at range.


Rod MRM
Reliable, two-stage self-aiming rockets designed to saturate a cone of fire with high explosives.


Needle PDM
Cost-efficient anti-missile missiles, perfect for fleet-wide PD coverage.


Mosaic Torpedo
A meandering torpedo with big damage and a wide AOE.


Monodrone
Incredibly cheap, unmanned attack drones, not very potent.


Jack Combat Drone
General-purpose, unmanned attack drones.


Ace Heavy Interceptor
Unshielded, but well armed. Excels against strike craft and small warships.


Earl Strike Fighter
Mountings a single-charge Plasma Buster, proficient against heavily armored targets.


Baron Gunboat
Large strike craft designed primarily to engage other strike craft.


Duke Heavy Gunboat
One of the largest ships to be launched from a flight deck, carries a wide array of weapons into battle.

[close]

Skin Packs
Alternate visuals for the ships contained in this mod, for people into that sort of thing. Click on the desired skin for download links.
Spoiler
Alice Blue by Zikel


BIG Iron by Nes

[close]

Additionally, a Russian translation of the mod can be found here: https://disk.yandex.ru/d/OSxHkI5BFJUlxg






"What do you make of it boss?"
"Just take whatever scans you can from here, we'll sell the data and let some other idiot wander into that deathtrap."


Changelog
Spoiler
v1.9.11
Update for 0.96a.

v1.9.11
Update for 0.95.1a and some minor weapon balance changes.

v1.9.10
Major Nexerelin compatibility fix.

v1.9.9
Hullmod related fixes.

v1.9.8
Minor fix and a new hullmod.

v1.9.7
Potential fix for severe lag issue.

v1.9.6
More campaign fixes and some minor new features.

v1.9.5
Minor campaign fixes and new pirate ships.

v1.9.4
A fix for the ARS Base reveal bar encounter.

v1.9.3
A quick fix that mostly only matters for Nexerelin.

v1.9.2
A few more bugfixes for 1.9.0

v1.9.1
A few bugfixes for the previous version.

v1.9.0
Updates to Starsector 0.95a-RC12 and overhaul's the ARS campaign mechanics.

v1.8.4
Fixed the same Linux bug.

v1.8.3
Updating for continued version checker compatability.

v1.8.2
Fixed A Linux bug.

v1.8.1
Fixed a crash involving impossible Burke P Variants.

v1.8.0
Post tournament balance and additions.

v1.7.1
Bugfixes and balance tweaks.

v1.7.0
New fighters, new jams.

v1.6.3
Hotfix for a crash involving the Needle and Can Missiles.

v1.6.2
Also correcting the fuckups of 1.6.0

v1.6.1
Correcting the fuckups of 1.6.0

v1.6.0
Another balance overhaul, a few new weapons.

v1.5.1
Hotfix for minor issues from the last update.

v1.5.0
Total art overhaul, too many other changes to list.

v1.4.2
Various minor tweaks and improvements.

v1.4.1
Update for Starsector V 0.9.1a

v1.4
More adjustments and a new mission.

v1.3.1
Added a missing description

v1.3
Lots of ***

v1.2.8
Fixed a bug where Society Raid End intel would not disappear. Minor graphical improvements to the Champion class Cruiser

v1.2.7
Campaign related scripts should now function properly in Nexerelin random mode.

v1.2.6
Various balance tweaks, Ion Pike reworks. Campaign script improvement.

v1.2.5
Compatibility update in anticipation for an upcoming Nexerelin update.
Completely re-worked Alastair's Web from the ground up.

v1.2.4
The build cost of certain weapons has been lowered.

v1.2.3
All the Exodus Initiative blueprints are now much more expensive.

v1.2.2
Attempted to fix an issue where certain weapons showed up as loot in research stations.
Fixed an issue where Exodus Initiative blueprints would pile up in ARS military markets over time.
Made a certain encounter a bit easier.

v1.2.1
Removed some deprecated variants that were causing issues for some users.

v1.2
Some campaign additions, Some balance and mechanics tweaks, some super secret shenanigans.

v1.1.1
Minor bugfix and slight balance tweaks.

v1.1
Compatibility fix for Starsector 0.9a as well as several balance, and visual changes. As well as the Hawke Class Drone Carrier.

v1.0
First Public Release
[close]

Major Contributors

MesoTroniK
For lots of scripting, all the sound effects, and a lot of guidance without which this mod would have taken a whole extra year (or more) to produce.

Nicke535
For an absolute mountain of custom script work, seriously, without him this mod would have turned out far more mundane than it did!

Apocalyptic Universe
For a full faction set of custom music, it really ties the whole thing together.
https://www.youtube.com/channel/UC7eFegoi6Y-CIDTLbEMbLFQ

Contributors

Avanitia, GourdGlow, Haruma Kai, REDACTED Element, Nia, and Kiwibear, for a truckload of playtesting and balancing suggestions.

Inventor Racoon, Blothorn, MShadowy, Dark Revenant, and Histidine, for scripts (again).

Tartiflette, for his generous CC attributions that make using his examples easy for everyone.

And the entire unofficial starsector discord community, because really I received more bits-and-pieces of help from you guys over the past year than I can possibly recall.



Like the mod? Consider donating!

20
(EDIT)
Apparently the .system file is supposed to look for FILEPATHNAMEOFFILE not FILEPATHNAMEOFFILE.JAVA

that was the whole problem.


I was having an issue where a script (which is currently just an exact copy of EntropyAmplifierstats.java, but renamed, of course re classed) was failing to compile on game startup, causing the game to crash.
(Checking the log dredges up something about a line of code in .janino, so i'm just assuming janino is choking on this script)
well it turned out I'm an idiot and didn't put my jar file in my mod folder, that fixed the crash issue.

Then, with the .jar firmly planted in the jars folder of my mod directory, the re-named ship system did not show up in the codex and clicking on any of my ships in the codex caused the game to crash, spitting out major.minor errors regarding a hullmod that they all possess (And had been working just fine up until I added the .jar to the mod info).

I did a little digging, and found out that's because by default netbeans (the IDE I'm using) was set to compile for java 8, and SS uses java 7. At this point I downloaded SDK 7 and switched netbeans sources target to JDK 7 and the libraries to JDK 1.7 and recompiled, putting the new jar where the old one was.

After doing all that, I'm back to getting the same exact compile error on startup as I was before I had a .jar at all, and I honestly have no idea where to go from here.

I've already asked the discord, nobody willing to listen has any clue why its doing this, so I've come here.

inb4 "use X different IDE" I grabbed eclipse and set that up, doing the same test of copying over Entropy Amplifier and renaming it, setting Eclipse's compiler compliance to java 7, same result as above. This really shouldn't be that complicated...its an existing vanilla script, so why the hell is it putting up such a fight, if I had any hair I'd have torn it all out by now.

21
Modding / Looking for some playtesters!
« on: June 20, 2017, 10:39:40 PM »
Title pretty much says it all, but just in case I'm wrong, here's some details!

I'm looking for some individuals who find themselves beleaguered by free time and wouldn't mind giving me a hand with a balance-pass or two on some ships and weapons I'm working on.

The first version of this mod will only contain four ships and four weapons (technically 7?) and maybe an eighth, I have not decided yet. I'd like some people of a different mindset than myself to take a look at how I've arranged their capabilities, to make sure I'm not undershooting. (or more importantly, overshooting wildly) I've been running my own tests, making tweaks and adjustments here and there based on what I felt was too strong, or too weak, but I am only a single (very biased) individual, I'm almost positive that there are things I'm missing.

Here are the subjects in question, from left to right by category: BC-01 class battlecruiser, CA-03 class cruiser, DD-01 class destroyer, PF-02 class frigate.
In addition to: Pellet Cannon, Pellet Gun, Pellet Driver, and Light Pellet Driver respectively.


Where do you come into this? Well, If you'd be interested in lending me a hand, just leave a response below, or send me a private message stating your interest, and I'll send you a private message with the details (and files)

Thank you all for taking the time to read this, fly safe!

22
When you start a new campaign and venture forth outside the core worlds, you find yourself amidst a wild frontier, few come out here, and there's always stuff to find.

My question is: The derelict ships you find out here, the regular ones, ruined tankers, shuttles, frigates etc. You can even find large clusters of them around any abandoned gates you find, and some of those ships are recoverable. I'm pretty sure the game didn't have a captain fly out there and die individually so that the player can find their wrecks later on, so what spawns them? Is there a list?

I would like to make a mod that adds ships to that list, how can I go about that?

23
Modding / Has anyone ever tried a traditional cloaking subsystem?
« on: June 15, 2017, 02:32:53 PM »
As opposed to phase cloaking, which renders you invulnerable, but otherwise visible, I'm talking something that renders you vulnerable, but invisible to all ships on the tactical map.

Ideally it should disable soft-flux venting and generate a small ammount of soft flux while active, in addition to disabling weapons and shields. The user would still be affected by objects and weapons fire, and once disengaged it would ideally require a cooldown before re-engaging. The bonus would be total secrecy from any enemy on the tactical grid, allowing you to maneuver in for flanking shots and surprise attacks.

Would this even be possible in the game engine? I've never seen a precedent for visual detection ranges.

24
Modding / I'm making some ships, where do I start?
« on: June 13, 2017, 07:06:38 PM »
I've been playing this game for years now, so I finally decided to try making a real mod. The first set of sprites (of many, hopefully) are almost done, and I've already read (and will re-read) Dark revenant's guidelines on ship balancing. I still find myself a bit at a loss as to where to start for implementation. If there's a repository of tutorials somewhere feel free to point me at it, maybe leaving a comment about how nobody uses the search feature anymore. (Do people still do that?)

Here's an itemized list of my main questions though, just in case.

- Are we still using Trylobot's ship editor to set up the ships stats and physical data?

- How hard are custom hullmods to make? And what do we use to make them?

- How hard are custom weapons to make? And what do we use to make them?

- How hard are custom ship systems to make? or does that require actual coding expertise? If it does, where might I find help with that? I'm not particularly code-minded.

- For flavor reasons the ships I'm adding will ideally only be available as derelicts found in the frontier, I'd even like [REDACTED] style encounters centered around some of them (eventually anyway, I should probably keep things simple for the first set) How would I go about setting either of those things up? Previously I've only made some personal kitbashes that I just spawned in with the help of console commands.

- Once the ships are all set up I will probably need 3rd party input on balance, am I right in assuming I can just ask around here for some help with that?

- I noticed that prettymuch every mod on here uses lazy lib and graphics lib...why? (I will be going to those pages and reading them myself for more info, so maybe just a summary?)

Thank you for taking the time to read this, I'd like to contribute something to this great game, even if its small, but the amount of work ahead of me is so vast I just don't know where to start.

25
Discussions / Anything out there like Starsector but with multiplayer?
« on: February 27, 2016, 01:14:13 PM »
Been looking for something to play with friends of mine, a game like this springs to mind but it is SP only, anybody know of any substitutes that might let me bring along some company?

26
General Discussion / Looking to get my grubby hands on an Onslaught
« on: February 26, 2016, 02:13:01 PM »
And I would like to know if there's a better way to do it.

Better than picking up a Hegemony commission and making the entire rest of the sector angry at me that is. I was kinda planning on using it to perhaps overthrow the Hegemony.

27
Modding / Testing Custom Ships
« on: November 23, 2014, 07:35:39 AM »
Hello everyone, recently i have started the process of getting into modding, i'm starting simple, just with a custom ship, ive followed some tutorials and supposedly it works, but i have not been able to find it in-game aside from the codex, is there a, easier way to get my hands on it for testing other than combing the markets for hours? hell, will it even appear in the markets? or is there some special step that wasn't mentioned in the tutorials related to properly adding your ship to the campaign?

thanks in advance!

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