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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1285816 times)

SpartanXZero

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1635 on: January 30, 2022, 12:15:31 PM »

I've a question (I'm new to SS) regarding the skin packs for this mod.
If I use a skin pack, will it change all ships both for myself an the faction?
If I enable it in the list as you mentioned will this only affect the ships in my fleet without changing the factions specific color set?
An would that also mean when I purchase/build ships from this mod it will automatically reskin them for my fleet?
« Last Edit: January 30, 2022, 12:29:07 PM by SpartanXZero »
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Tartiflette

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1636 on: January 30, 2022, 01:49:14 PM »

The skin mod overwrites the sprites of the mod. It changes everything.
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SpartanXZero

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1637 on: January 30, 2022, 02:06:59 PM »

The skin mod overwrites the sprites of the mod. It changes everything.

Well shoot, I was hoping for a way to differentiate my fleet of ships from the opposition if I had to square off against rivals that had DA ships in their fleet.

 Oh.. an I tinkered with some ship designs from your set. I've no idea how to actually use the ship editor, I'm new to SS an the ship editor is confusing atm. So I've no idea how to set the stats an even what some of the designations actually mean. So I've no idea how to inject them into the mod.

 I will share the images an base concept. I really liked most of the combat ship designs as they remind me of the homeworld faction Vagyr shipsets with Macross syled mech/fighters. The best of both worlds imo. :)
« Last Edit: January 30, 2022, 03:10:53 PM by SpartanXZero »
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SpartanXZero

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1638 on: January 30, 2022, 02:49:58 PM »

Dreadnought class Heavy battlecruiser/carrier


The idea I had was to create a fast hybrid class light dreadnought heavy battlecruiser/carrier.
Approx stats I was contemplating on somewhere in between the Pandemonium an Maelstrom.
Hull Integrity 18000 / Armor Rating 1100 / Defense Omni shield 120arc upkeep 600 flux/dmg 1 / Flux Cap 20000 / Flux Diss 1500
Top Speed 45 / Maintenance 60 / Cargo Cap 450 / Max Crew 650 / Skeleton 500 / Fuel Cap 500 / Max burn 8 / Fuel/LY 9 / Sens Profile 120
CR per Deployment 20% / Deployment Points 50 / Crew Complement 500 / Ordnance Points 320

System: Phase Grazer Core
Mounts: 2x Large Hybrid (300 arc), 10x Medium Hybrid (300 arc), 14x Small Hybrid (4 on the front, 3 per side, 4 center core), 4x small missile, 4x Fighter Bay
Armaments: 2x Micro Missile Arrays
Hull mods: Oversized Hull / Dampened Mount / Wanzer Servicing Gantry
« Last Edit: January 30, 2022, 03:10:00 PM by SpartanXZero »
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SpartanXZero

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1639 on: January 30, 2022, 03:06:54 PM »

The second design I mashed up, was hinging on a support vessel concept. A missile focused support Cruiser.



This was to have sensor/ECM assets as the core systems. A fast moving ship that perhaps was two variants, one that operated as a long range missile support vessel for larger fleets, and another that operated as a dedicated PD/Sensor/EC support. I'm not yet fully familiar with all the mods or mod styles that could apply to the concept.

Base stats would be the same for both variants
Hull Integrity 7000 / Armor 750 / Defense Omni / shield arc 80 / upkeep 175 / flux cap 9000 / flux diss 500 / Top Speed 80
Maintenance/mo 25 / Cargo 150 / Max Crew 250 / Skeleton 160 / Fuel Cap 150 / Max burn 8 / Fuel/ly 3 / Sens Profile 80
CR/deploy 15% / Deployment points 15 or 18 / Ordnance points 180

The Missile based combat variant.
Mounts 2x Medium universal / 4x small hybrid (PD centric) / 4x med missile (2 per side)
Armaments: 2x Micro Missile Arrays
Hull mods: Expanded Missile Racks, or a system that replenished exhausted missile systems

Support variant.
Mounts: 2x med universal / 4x small hybrid / 1x Fighter Bay
Armaments: none
Hull Mods: Wanzer Servicing Gantry, 1 or 2 mods that apply bonuses to nav/sensors and or ECM as fleet wide bonuses.
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Tartiflette

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1640 on: January 30, 2022, 11:53:06 PM »

Well, if you implement them into the game, feel free to release them as a addon mod. As long as you give proper credits I would even encourage you to do so.
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SpartanXZero

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1641 on: January 31, 2022, 05:48:30 AM »

Well, if you implement them into the game, feel free to release them as a addon mod. As long as you give proper credits I would even encourage you to do so.

I've no idea how to build a, probably quite a long ways off from that. The ship editor is confusing, it doesn't feel very intuitive to me, being new to Star Sector an all, let alone modding in general. Of course credit would be given, that's just common sense. :)
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SouljaWolf

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1642 on: January 31, 2022, 04:16:45 PM »

Where can I get the Ironstorm Juggernaut?
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Tartiflette

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1643 on: January 31, 2022, 11:29:51 PM »

The what????
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Mikomikomiko

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1644 on: February 01, 2022, 06:09:45 AM »

The what????

Product of one of the many fans of the diable aesthetic probably? I'm assuming from the thread's direction
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Wayne

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1645 on: February 05, 2022, 12:37:33 PM »

Hello there. Quite new to all of this with mods. I have little technical questions regarding adding factions mid-game.
1. Will they spawn? or do I need to modify something to add them?
2. Will the ships appear even if they do not spawn?
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Tartiflette

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1646 on: February 05, 2022, 03:47:37 PM »

No, no, and not really no. Unlike ship packs, faction mods require a new game.
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timmyr0x0r

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1647 on: February 13, 2022, 07:50:30 AM »

Hi, just passing to say that trying to load an Draft variant crashes the game with a Fatal:Null error if you allocated additional ordnance points through console beforehand.

Presumably it tries to load an hullmod or module that doesn't exist?
« Last Edit: February 13, 2022, 07:56:07 AM by timmyr0x0r »
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tomatopaste

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1648 on: February 13, 2022, 07:58:56 AM »

No, no, and not really no. Unlike ship packs, faction mods require a new game.

Why is that ???
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captinjoehenry

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Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« Reply #1649 on: February 13, 2022, 07:44:57 PM »

No, no, and not really no. Unlike ship packs, faction mods require a new game.

Why is that ???

Faction mods usually add the bulk if not all of their content solely to the faction they add. 

Which means if that faction doesn’t have any planets or bases in your save there’s no where that the ships from the mod can spawn.  And in the base game faction spawning can only happen when making a new game.

I think that if you have Nex though and your save has faction respawn on there’s a chance newly added factions might ‘respawn’ and try to claim a new system.  But I’m not entirely clear on the exact details of that interaction.

If you don’t care about them spawning naturally though the ships and items and so on are all in the game you’ll just have to add them to your fleet using the console command mod to cheat them in.

Another option that might work if you have nex and respawn off is giving a planet you control to the faction your adding.  I’m not sure if that will work or if that’ll work for all faction mods but you can try it by going to one of your colonies and contacting the admin person in the contact list and tell him to give the colony to that faction.  This or course has the additional effect of the newly respawned faction really liking you for obvious reasons. :P
« Last Edit: February 13, 2022, 07:49:18 PM by captinjoehenry »
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