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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates  (Read 117647 times)

Armithaig

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
« Reply #60 on: September 02, 2020, 09:28:48 PM »

S' good feedback bandit, enjoyed reading it! Especially the minor history snib I was ignorant of.

A minor flaw'm seeing in the logic here is that'd bump the destroyer to cruiser so it could flip the gunk to more frigates like it did in HW, but then'm also bumping the frigates to destroyers so we're back where we started if we ignore vanilla.

That aside your experience does largely mirror my own when making the destroyer so'll say you've shuffled up about as strong a case as possible reg. how that ship plays.
Gotta check my own bias here though, it is one of my favourites so of course'm inclined to agree with buffing it.
Largely thrown ship classifications to whatever animal preys on 'em already at least reg. HW's "super-capital" ships from the manual, which I suppose's an argument in your favour.

Will roll the idea around in my head but'll be straight and say's unlikely to happen, since's other things to consider like weapon mounts, maintaining relative ship sizes, weapon mounts, users confused by reclassification, save compatibility and weapon mounts.
Do work at a higher res than exported so the base sprites wouldn't take farming equipment to upsize, it's just the bloody mounts'd rather not have to redo/shove more of on these rail-thin sprites.
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PixelBandit

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
« Reply #61 on: September 04, 2020, 08:11:49 AM »

Yeah those are very fair counter arguments and i agree with them. With my lack of modding experience i can't offer any solutions or suggestions on the modding side and it's quite commendable that you're thinking about the end user. Even still i think it's worth talking about just in case something comes of it.

I've played around on my end and had a few ideas pop up. Quite a few of the ships in the HM games have weapons at the top and bottom of the ships such as the Flak and Assault Frigates, both Vaygr and Hiigaran destroyers, Hiigaran Battlecruiser, etc. What you could do is give them the weapons mounted on the bottom of the ships as invisible mounts, give them a few small mounts for PD that are similarly invisible as well. Or perhaps none at all.

These few extra mounts could make them good enough for their new class and create a new "Dynamic" for the mod. With weak/non-existent PD you could make it so the ships from your mod rely heavily on escorts. Although it might be very difficult to make the AI cooperate.

Let's use the Vaygr Destroyer as an example since we were talking about it. Giving it another large slot makes it similar to the Dominator in vanilla with 2 Large ballistics and 2 mediums plus it's integrated missile launcher. However, it's worse PD and weaker armor would make it vulnerable despite it's better speed and maneuverability, especially against carriers.

However, let's say our Flak Frigate or the Hinsra has another medium mount, invisible as it's beneath the ship Lore-wise. It could mount two Flak Cannons or Dual-Flak Cannons, or whatever else that fits and act as an escort.

On paper these two could work perfectly in conjunction but i doubt it would work perfectly due to the AI and it might lead to the ships being overly specialized. Plus fitting in extra invisible mounts might be an absolute pain.

Basically, adding a few extra "Invisible" mounts might make up-tiering them easier, the lack of PD slots might allow the smaller Frigate and Destroyer class ships to act as escorts. However, everything you said is still very valid and the whole up tiering idea might not be possible, just throwing ideas out there.
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Deageon

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
« Reply #62 on: September 13, 2020, 11:23:08 PM »

God I love the Kitar flechette gun, just wish it wasn't so rare, I've only found like like...twice, maybe three times in the last few play throughs.
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Draco

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
« Reply #63 on: September 19, 2020, 04:51:56 AM »

Class: Vidhvansak
Role: Heavy Destroyer not spawn in any shop
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Igncom1

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
« Reply #64 on: September 19, 2020, 05:00:40 AM »

I found a blueprint randomly! I wonder if the independents or Persean League might have them too as I see those ships in their fleets.

I LOVE the Vidhvansak, it's such a deadly ship with it's built in missile array!
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Sunders are the best ship in the game.

Armithaig

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(While this technically works with 0.95a, s' been a few changes that've been holding on to that'd otherwise be save breaking I want to push first)
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RT_Neiron

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This is not Kiith- Naabal fleet/ Author not play HW:Cataclysm
« Last Edit: May 18, 2021, 05:58:29 AM by RT_Neiron »
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Gabloc

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The coding of the mod is quite impressive. Good learning place to start a small mod or to mess around.
Btw, the mod seems fine under 0.95.1a, other than the carrier's non-functional modules that I don't what they suppose to do.
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ItsErisGaming

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Tested through my playthroughs, I can safely say this mod is still work on 0.95.1a

A fine addition to my collection I would say
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Cheru

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Tested through my playthroughs, I can safely say this mod is still work on 0.95.1a

A fine addition to my collection I would say
Hi there! How did you manage that? I can't activate the mode, the launcher refuses to do it.

Thanks in advance.
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ABCZYZ

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates
« Reply #70 on: November 21, 2022, 07:44:53 PM »

Tested through my playthroughs, I can safely say this mod is still work on 0.95.1a

A fine addition to my collection I would say
Hi there! How did you manage that? I can't activate the mode, the launcher refuses to do it.

Thanks in advance.
open mod_info file and edit gameVersion to 0.95.1a-RC6
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Glendening

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Looks like it isn't working with the newest version of StarSector. Which is quite sad.

I'm thinking ShipAPI.SystemState is now ShipSystemAPI.SystemState ? But I could be very wrong.
Any ideas on how to get this working again?

Git file referenced by error Line 210 https://gitlab.com/Armithaig/kiith-nabaal-shipyard/-/blob/master/src/nabaal/util/Extensions.kt?ref_type=heads

Error
Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: 'boolean com.fs.starfarer.combat.entities.Ship.isSystemDisabled()'
java.lang.NoSuchMethodError: 'boolean com.fs.starfarer.combat.entities.Ship.isSystemDisabled()'
at nabaal.util.ExtensionsKt.getSystemState(Extensions.kt:218) ~[?:?]
at nabaal.shipsystems.ai.RamDriveAI.advance(RamDriveAI.kt:42) ~[?:?]
at nabaal.shipsystems.ai.RamDriveAI.advance(RamDriveAI.kt:37) ~[?:?]
at nabaal.shipsystems.RamDriveStats.apply(RamDriveStats.kt:66) ~[?:?]
at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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