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Author Topic: [0.97a] Grytpype and Moriarty Defence Authority 0.9.9h (New Version Ed.)  (Read 310513 times)

King Alfonzo

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A controversial organisation within the sector, the Grytpype and Moriarty Defence Authority often protects independent planets and stations from the clammy fingers of pirates, luddic pathers... and 'illegitimate' merchantile convoys of established factions. Attempts to remove this organisation have proven troublesome, as those not under the sway of the centralized powers recieve superior and often more immediate defence against the continually troublesome reavers in the Sector in return for their support of the GMDA. Using existing Sector ships, the GMDA repurposes them for higher risk combat styles. Unsurprisingly they are often seen around the junkyard at Agreus, the more seedy sections of Ilm, and even boast a 'Showroom' somewhere on New Maxios. Their ships come in two ranges:

THE GMDA RANGE:

The main ships of the GMDA, these ships are fast and light. Their unique engine systems enable them unparalleled speed when weapon systems are not active, and a boost to engine power, fire rate, damage dealt and flux dissipation during high flux situations, at the cost of reduced peak operating time, increased sensor profile, and decreased range and braking ability at high flux. This makes these ships perfect for pursuit operations and small skirmishes, however in larger battles they can overextend badly if not suitably supported. Further, some models have slight variations in design to increase pursuit potential.


For your perusal, here is some moving animated newspaper clippings.
Spoiler
Lasher (GM)


Wolf (GM)


Hammerhead (GM)


Falcon (GM)


Venture (GM)

[close]

THE GMHQ RANGE:
Through tinkering and over-engineering by key GMDA designers, this range of ships are incredibly powerful, but also incredibly impractical - quite often their high supply costs prevent their widespread usage, while minor quirks in their design inhibits their utility. Nevertheless, these rare ships can be very dangerous in ship to ship combat, and treated with a little bit more respect than the usual GMDA vessel.


---

It continues! This is a sub-faction similar to CABAL that comes with new ships, new weapons (The Bludknock Chaser; like a limited shot Salamander on Steroids; Bluebottler, a weak kinetic gun, and the Crun Gun, a specialized weapon that kills fighters and deals EMP) and new character names (I apologise in advance for the Bounty names becoming increasingly ridicuous). The aim is to make a faction that both helps out independant markets from harrasment, kind of help independent trader and bounty hunter players in the early game, and also add a bit more danger to independent markets for more faction-orientated players.

This is a bit of a prelude to future work, albeit minor stuff - this is just an update for the upcoming tournament, to fix some niggling issues. Please notify me if anything goes wrong. Integrated properly into Corvus mode, but can also kind-of-sort-of work in Nexerellin; just don't expect to find GMDA markets in random sector mode.

LINK HERE.

CAUTION: DO NOT INSTALL AND THEN USE ON AN EXISTING SAVE, AS YOUR GAME WILL CRASH

Credits:
Dark.Revenant for letting me use the CABAL script from the Underworld mod as the basis for this faction
Tartiflette, Mesotronik and Helmut for inspiration and assisting me with my sprite work
WikiFish and Knight Chase for their Most Excellente Suggestions.

Changelog:

Spoiler
0.9.9g
-HOTFIX - fixed broken-looking GMFS and GMHS hullmods for realsies

0.9.9f
-HOTFIX - fixed broken-looking GMFS and GMHS hullmods

0.9.9e
-Updated for 0.96a

0.9.9d

Venture (GM), Rushcutter (GM)
-Slight reduction in armour

Mule (GM), Jutter (GM)
-Unswapped armour values

Crun Guns
-Lose EMP on the smalls, less flux efficient, slower transverse speed
-Medium projectile speed increased
-Scripted damage fixed

Bluebottlers
-Now properly interferes with enemy movement
-Small Bluebottlers have been slightly nerfed.

Bludknocks
-Missiles slightly slower, lower damage

Poor Missile Integration
-Now only blocks expanded missile racks

Pomsom Blaster, Phlognisticator, Milton Welder
-Fixed sounds and visual effects

-Fixed some descriptions

0.9.c
-Fixed the Broadsword (GM) having the wrong weapon

0.9.9b
-Fixed Stock GM Blueprint error

0.9.9a
-Tweaked a few stats
-Forum release

0.9.9

-Completely rejigged GMDA

-Removed Sagitus (GMs), Wayfarer (GM)/(GMs) and Tarsus (GM)
-Added the Atlas (GM) and New Venture (GMHQ)
-Carker (GM), Mule (GM) and Venture (GM) reworked to be more defensive and less fragile
-'Low-Tier' ships no longer have the Overdrive suite.
-Old Venture (GM) now Venture (GMHQ) with overall improved stats.

-Split up fleets into two different fleets
   -Raider fleets; spawn as normal, comprised of lower-tier ships
   -Defender fleets, show up around Agreus, Ilm and New Maxios, have better ships and are all lead by an Onslaught (GM).

-GMDA fundamentally reworked to be less cancerous to fight, and will no longer draw in independants to defend them if you end up fighting them.

-Crun gun no longer PD, now works like a long-ish range EMP suppression weapon
-Bluebottler no longer EMP, now has higher impact to muddle enemy movement

0.9.8a
-Update for 0.95.1

0.9.8 (Beta)
-Added GM Fire Service Ships and weapons (very WIP)
-Added GM Health Service Ships (very WIP)
-Bluebottler Gun is now a longer ranged, burst fire machine gun
-Fixed Broadsword (GM) being unhittable
-Fixed Pirhana (GM)'s description


0.9.7c
-Fixed Broadsword (GM) being unhittable
-Fixed Pirhana (GM)'s description

0.9.7b
-Fixed the Crun Cannon explosion being blinding
-Reduced maintenance of the Carker from 16 to 12
-Broadsword (GM) now more reliably uses it's Lurgi Beam, reduced the range and visual intensity of Lurgi Beam.


0.9.7a
-Added Pirhana (GM)
-Added Talon (GM)
-Fixed the Lasher (GMHQ)'s phase cloak
-Fixed several spelling mistakes
-Lightly fiddled with several weapons to be more balanced.
-GMDA Overdriver now also adds up to 25% damage to ballistic and energy weapons at high flux.


0.9.7
-Added Buffalo (GMDA)
-Added Cerberus (GMDA)
-Added Colossus (GMDA)
-Added Gremlin (GMDA)
-Added Bluebottler Cannon
-Added Crun Cannon
-(GMs) hulls are now white, and their spawning in Independant fleets has been greatly reduced
-Minor Changes to weapon and ship sprites
-Tried to implement a one-off basic bar mission. Failed miserably

0.9.5d
-Changed Fleet spawning to be less overwhelming

0.9.5c
-Defintiely, Actually Fixed the Speeding Ticket Encounter Dialogue Actually.

0.9.5b
-Actually Fixed the Speeding Ticket Encounter Dialogue For Realsies.

0.9.5a
-Fixed the Speeding Ticket Encounter Dialogue - will need time before fleets start doing it correctly, however.
-Kite (GMHQ) max speed reduced slightly
-Onslaught (GM) sprite altered - it's now wider.

0.9.5
-GMDA Overhauled - again
   -Ships are much more powerful across the board, but are more expensive to maintain and cost more to deploy.
   -Faction now brought more strictly in line with CABAL's extortion script, however they will only ever demand money.
   -Fleets will pretend to be independant if threatened.
-Added Mercenary Outposts - very expensive colony structures that add defense fleets to your markets, proportional to market size. Right now there are only two:
   -Nedwin Seagoon Security Depot - Provides a complement of defending fleets to your market, except they're all GMDA affiliated. Requires good relations with GMDA to build.
   -Condottiere Mercenary Company - Provides independant military patrols, however the number and size of the patrols is very limited for the cost.
   -Only one can be built at a time, however it is possible to cheese this.
-Renamed Condor (GM), Tarsus (GMs) and Tarsus (GM) to Carker, Hummer and Jutter, respectively.
-Venture (GM) overhauled; new sprite that looks more Venture-ish, is now a better support vessel than the old version.
-Vigilance (GM) has been changed to the Rushcutter, with a new sprite with chunkier stats.
-Added the Mule (GM), a powerful if supply-inefficient combat freighter
-Sunder (GM), Falcon (GM), Wolf (GM), Wolf (GMHQ), Lasher (GM) and Lasher (GMHQ) have had their sprites overhauled to be chunkier.
-Fixed the Sagitus (C) being one pixel too thin.
-Tweaked the sprite of the the Wayfarer (GM).
-Wolf (GMs) and Lasher (GMs) removed from rotation. Kept as legacy, until I figure out what to do with them.
-The modular Lurgi Suppression beam is now a medium weapon, and has been consequently buffed.

0.9.4b
-Changed the DP of the Condor (GM) and Venture (GM), should a bit more balanced to use.
-Tweaked the Sunder (GMHQ) to be better.
-Reworked the overdrive Hullmod - now gives a scaling bonus dependant on flux level, with increased speed, acceleration, venting and damage output at high flux, but also range maluses down to 450 s.u. at high flux.

0.9.4a
-Hotfix to change the GMs hullmod crash.
-Tweaked the Bluebottler Gun to be more flux efficient.

0.9.4
-GMDA hullmod now actually works.
-Coloured GMs ships removed from rotation. Kept as a legacy, however, to prevent game crashing.
-Added the Kite (GMHQ), Lasher (GMHQ) and Wolf (GMHQ)
-Tweaked various sprites and weapons.
-Changed the GMDA faction flag.


0.9.3
-Clarified the GMDA playstyle by breaking the hullmods into two base hullmods
   -Bludknock Engines, which gives a zero-flux speed boost while blocking the engine mods
   -Overdrive System, which explains the boosts at high flux and drawbacks to using the system
-Due to the inclusion of the Speeding Ticket system (Similar to Luddic Path), the chances of being completely ganked by GMDA fleets has been mitigated for early game fleets. Consequently, a lot of the nerfs have been removed from GMDA ships, making them more attractive.
-Standard GM Stock ships are now worse, but cheaper.
-Coloured GMs ships are now rarer and better - in the future they may be phased out completely, excluding any future ideas to make a Wolf with Terminator Drones, a Phase Lasher, or an EMP kite.
-Altered various ship stats to be more compliant with 0.9.1a.
-The Crun Gun, in addition to Fighter Elimination, is now also good at general purpose PD, while the Bluebottler gun and Modular Lurgi Suppression Beam have been slightly improved.
-The Sprites for all of the frigates (excluding the Kite), and the Sagitus duo have been reworked
-The Tarsus (GM), Tarsus (GMs) and Condor (GM) have been reworked both in sprite and function
-GMDA blueprints now have images in them.
-Descriptions have had a pass over - still might be mistakes lurking in there somwehere.


0.9.2d
-Updated ship prices to be consistent with 0.9.1a.

0.9.2c
-Fixed the random variant crash

0.9.2b
-Coloured lashers and wolves have been buffed a smidgeon.

0.9.2a
-Lasher (GMs) and Wolf (GMs) have been reworked
   -Grey GMs ships are worse than their respective vanilla versions, but cheaper to run.
   -Coloured GMs ships have been buffed to fit with their drawbacks to make them more attractive, but made rarer to see in patrols.
-GMDA and GMs hullmods now have the high flux speed boost activate at lower thresholds (65% and 75%, respectively), and the speeds tweaked.
-Description for Shift Jets added
-Bribe script tweaked - should be more forgiving...?

0.9.2
-Added Phase hullmod to Sunder (GMHQ)
-All GMDA ships with overdrive have had their mobility systems downgraded in quality and their speeds slightly cut.
   -It made no real sense where the playstyle was to sacrifice speed between low and high flux, and yet have shipsystems that mitigated this.

0.9.1a
-Fixed Hullmod Description Crash.
-Fixed floating pixels in the Glow Map of Onslaught (GMHQ)

0.9.0
-Updated to 0.9.0a
-Minor sprite updates across the board.
-Onslaught (GM) and Onslaught (GMHQ) have been tweaked to have less weapon mounts in general; ordinance has been tweaked accordingly.
-The Bludknock missiles fired from the Thunder (GM) are now weaker, and move faster
-The GMDA hullmod has (again) undergone a change in function; hulls now also have a passive vent bonus above 80% flux, and an overload duration increase of 150%.
   *This should now make it clear that these ships favour high risk-high reward playstyles.
-GMDA markets now give a good bonus to accessibility, but reduce stability.
-Added in a 'Bribe' script similar to Luddic Path; openning the comm link when engaged will reveal an option to pay a speeding ticket instead of being attacked; particularly useful for small, early game fleets.


0.8.3
-Added the Sunder GMHQ - Phase Sunder Protoype. Emphasis - PROTOTYPE.
-Tweaked Spawn code so fleets are a lot less likely to spawn on top of you in hyperspace.
-The GMDA hullmod now increases sensor profile.
   -These two should prevent Sudden GMDA Death Syndrome.

-Added new Nexerellin and Gladiator Bounty compatability.
-Increased the speed of the Hammerhead GMHQ.
-Lurgi Suppression Beams Tweaked again.


0.8.2a
Recoded Bludnock engines to function properly. Maybe.
Reduced Impact of Lurgi Suppression beam weapons.

0.8.2
GM ships are now slower. Being at high flux or zero flux is necessary to unlock the increased speed.
Independants will now occassionally use GMs ships
Added a modular Lurgi Suppression Beam; A flux hungry, low damage burst energy weapon that will freeze enemy ships and cripple unshielded foes.

0.8.1
Fixed HULLMOD CONFLICTs in the variants.
Added some Gladiator Society bounties.

0.8
-Sprite Tweaks to Falcon and Venture.
-Added Hammerhead (GMHQ) and Kite (GM).
-Sunder (GM) and Vigilance (GM) ship systems made more 'bursty'.
-GMDA fleets now tend to be smaller patrols rather than a mix of large and small fleets.
-Reduced the burn level of all destroyers to 9, increased burn speed of all destroyer-level cargo ships to 9.
-Fundamentally changed how the GMDA and GMs hullmods work
   -Increased Zero-Flux speed boost.
   -Above 75% flux, gain a speed boost.
   -Burn Speed bonus removed.
   -Peak Operating Time is now only reduced by a quarter.
   -Hull and armour penalties made less severe.
   -Supply cost removed, deployment cost increased.
   -Cargo and Fuel capacity drawbacks and improved maneuverability remain unchanged.

0.7
-Sprite Tweaks on Hammerhead, Lashers, Wolves and Wayfarers
-Falcon (GM) loses two small missiles, now has double medium composite hardpoints at the front. Suffers from Poor Missile Integration, reducing missile ammo and rate of fire by 25%, no Expanded Missile Racks
-Sunder (GM) added; loses two small missiles and two medium energies, replaced with two medium synergy, suffers from Poor missile Integration (see above)
-Vigilance (GM) added; loses traditional layout two get two medium synergies, suffers from Poor Missile Integration (See Above)
-Onslaught (GM) added; reworked weapons layout, fairly fast for an Onslaught, but overall weaker package.
-Crun Gun sprite touched up, weapon now fires slightly faster and with more flux efficiency
-Bluebottler tweaked to have more EMP and more flux efficiency, removed PD tag; now an EMP spewing assault annoyance.
-Chaser Missiles reduced damage from 1500 to 1000, missile AI now actually works.
-GMDA Hullmod loses flux and damage bonuses, gets a bit more peak performance back, and loses some hull; these ships now die very, very fast without shielding.

0.6e

-Tarsus (GM) had cargo reduced and flux stats drastically cut, but OP increased - is not a much more dedicated missile support destroyer
-Tarsus (GMs) turned into a semi-competant combat freighter
-Added the Sagitus (C) and Sagitus (F); the new civ freighters of the GMDA
-Touched up the sprites of the Wayfarer (GM), Wayfarer (GMs), Condor (GM), Tarsus (GM) and Tarsus (GMs).
-Reduced max number of fleets - now you're less likely to get mobbed if you're playing as a major faction

0.6d (Silent)
-Fixed Ilm market
-Fixed Tarsus (GMs)t
-Added Version Checker

0.6d
- Works in 0.8.1a
- Added Venture (GM)
- Reworked Condor (GM), Tarsus (GM) and Tarsus (GMs)

0.6c
-Fixed Hangar Error

0.6b
-Fixed Variant Problems
-Figured out I had made one of the missile slots on the hammerhead a turret instead of a hardpoint - missile slots fixed
-GM condor now refits fighters faster.

0.6
-Upped OP of Chaser to 7, Single to 3; reduced HP of missile from 200 to 125
-Crun gun:
   -Fires slower
   -Bullets travel faster
   -Reduced 'base' damage
   -Increased 'extra' damage applied to fighters and damage type; the ability of the gun to wipe fighters should now be more apparent.
-Bluebottler gun
   -Slightly increased EMP damage
   -Slightly reduced kinetic damage
-Suppression beam
   -Flux cost reduced; Broadsword (GM) now pin ships more regularly and effectively.
-Increased base speed of GM fighters by 50.
-Tweaked some GMs stats.
-Added Wayfarer (GM); Effective and flexible gunship.
-Added Wayfarer (GMs); Well armed civilian ship.
-Fixed Wolf Variant Issue


-GM hullmod;
   - Flux dissipation and capacity bonus reduced from 25% to 15%
   - Armour Reduction increased from 25% to 35%
   - Deployment Cost increased by 25%
   - Weapon Damage increased by 20% (Does not apply to fighters)

[close]


If you feel like giving me a tip - please don't. Instead, please direct any donations to the Mesotronik Charity Drive. The guy needs it a heckovalot more than I do, and he's in a really bad situation at the moment. Anything you can give helps.

Abyz

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Re: Grytpype and Moriarty Defence Authority (BETA)
« Reply #1 on: January 05, 2017, 09:02:37 PM »

OH. MY. Love the look of these ships... Great work, King!
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Sy

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Re: Grytpype and Moriarty Defence Authority (BETA)
« Reply #2 on: January 06, 2017, 10:57:33 AM »

agreed, they look great! especially those cruisers (i assume?) with their heavy 'arms'.
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Inventor Raccoon

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Re: Grytpype and Moriarty Defence Authority (BETA)
« Reply #3 on: January 06, 2017, 01:11:17 PM »

Amazing work making the Lasher and Wolf look completely unique! All the ships look awesome and sleek.
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Deshara

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Re: Grytpype and Moriarty Defence Authority (BETA)
« Reply #4 on: January 07, 2017, 10:48:48 AM »

Holy vanilla-friendly sprites, Batman!
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Takion Kasukedo

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Re: Grytpype and Moriarty Defence Authority (BETA)
« Reply #5 on: January 13, 2017, 10:23:31 PM »

So, now that I have seen these ships in-game, I am also wondering when this faction will be fully available for Nexerelin (not just Corvus, they didn't spawn without a market/planet in Nexerelin, yet it says they retreat to an independent market, which just so happens to be in the exact same sector that I started in).

I also wonder if they'll get a (and this is a longshot) Capital ship. It's not necessary, but it looks like they might get one (going for the longshot guess it's an Onslaught on speed steroids, if not, an reconfigured Conquest. Paragon wouldn't make too much sense haha).

I look forward to the next update, seriously not hoping to have to actually shoot these guys to get a ship and engage in a mini-war with them.
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Orikson

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Re: Grytpype and Moriarty Defence Authority (BETA)
« Reply #6 on: January 22, 2017, 07:44:22 PM »

Hi again, reporting something.

I got a crash related to your mod.

Here's what it says:

Fatal: Ship hull [wolf_GMs_gay] variant [wold_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]

.

From the Starsector log:

474122 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [wolf_GMs_gay] variant [wolf_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
java.lang.RuntimeException: Ship hull [wolf_GMs_gay] variant [wolf_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.coreui.oOoo.o00000(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.c$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.c.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.OOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(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)

.

Hope this helps!

Also, any plans to make the mod compatible with Nexerelin? I see that they spawn in game in either of Nex's modes as some fleets that move around without a home world much like the Luddic Path.
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King Alfonzo

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Re: Grytpype and Moriarty Defence Authority (BETA)
« Reply #7 on: January 22, 2017, 09:50:02 PM »

Hi again, reporting something.

I got a crash related to your mod.

Here's what it says:

Fatal: Ship hull [wolf_GMs_gay] variant [wold_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
.

From the Starsector log:

Code
474122 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [wolf_GMs_gay] variant [wolf_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
java.lang.RuntimeException: Ship hull [wolf_GMs_gay] variant [wolf_GMs_gay_close_support]: slot id [WS0007] not found for weapon [heatseeker]
at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.Ò00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
at com.fs.starfarer.coreui.oOoo.o00000(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.c$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.c.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.OOoO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(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)

Hope this helps!

Also, any plans to make the mod compatible with Nexerelin? I see that they spawn in game in either of Nex's modes as some fleets that move around without a home world much like the Luddic Path.

Huh. For some reason a variant that was supposed to be on a lasher was renamed for the wolf. Apologies.
I'll fix that for the next patch release, released RIGHT NOW.

And as for Nexerellin Integration...if they're flying around like Luddic Path, then they're working properly. Otherwise it's beyond my ability to code.

Orikson

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Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
« Reply #8 on: January 23, 2017, 01:03:02 AM »

Ok, did a short test run in Corvus. Mod works as intended.

It didn't click at first that the GMDA market's are in Independent markets stated in the intro, but I've checked each location and they were there. I like how you replicated Cabal Exchange into the mod.

All variants appears to have no faults, though I have a few I want to point out.

.

Condor (GM).
- All the variants it has are 10 OP over the limit. I think removing the OP from caps/vents would still not allow a player to fit weapons into all slots. Maybe increase the OP limit by 10 should be fine?


Hammerhead (GM)
- The 'Pursuit' variant has 6 OP unused, and has a HULLMOD CONFLICT.
You've blocked Auxiliary Thrusters, but you've put them on this variant... (I've checked the faction's java file and this variant's file).
- The 'Elite' variant is 4 OP over the limit. Removing Blast Door hull mod and re-allocating the freed OP should solve this.


Lasher (GM)
- The 'Pursuit' variant is 4 OP over the limit. Removing 4 OP from vents would bring it down to the limit.


Lasher (GMs)
- 'Close Support' variant has  2 OP unused.


Tarsus (GM)
- 'Standard' variant is 10 OP over the limit. Removing Accelerated Shield and either caps/vents should bring it down to the limit.


Wolf (GM)
- 'Elite' variant has 3 OP unspent.


Wolf (GMs Blue)
- 'Annoying' variant has 3 OP unspent.


Wolf (GMs Green)
- 'Point Defense' variant has 6 OP unspent.

.

Hope this helps! Love the racecar theme!
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Takion Kasukedo

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Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
« Reply #9 on: January 23, 2017, 03:45:09 AM »

That Wayfarer is looking very smooth...

I like it :)
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King Alfonzo

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Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
« Reply #10 on: January 23, 2017, 01:21:21 PM »

Ok, did a short test run in Corvus. Mod works as intended.

It didn't click at first that the GMDA market's are in Independent markets stated in the intro, but I've checked each location and they were there. I like how you replicated Cabal Exchange into the mod.

Good to hear, I was a little worried I missed something. And it's supposed to be the independent CABAL; Tri Tachyon has Cabal, Luddic Church has Luddic Path, and Hegemony (in a twisted fashion) has Sindrian Diktat. I thought the independents could use some questionable 'allies'.

All variants appears to have no faults, though I have a few I want to point out.

...

Hope this helps! Love the racecar theme!

Yikes, I thought I'd gotten most of those. I'll fix them in a quick patch later. Good to hear you're having fun!

Regarding the Condor: This is actually supposed to be by choice - I wanted the Condor to be desperately OP starved to the point where you're not supposed to fully kit it out, to solidify it's role as a support ship (Or in the very least to make it feel like a Tarsus with more weapon mounts stuck on, without thinking that the ship needs additional ordinance to support them). This might seem unkind at the moment, but I plan to add a subtle hullmod later that'll justify the low OP cost (that will eventually be rendered useless by 0.8, but before then it should prove to be quite useful for the fighter fleet admiral). My reach went beyond my grasp, so i had to do a cop out here.

That Wayfarer is looking very smooth...

I like it :)

Thank you! Although the way it works now the Stock version might become too annoying to properly catch.

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Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
« Reply #11 on: January 26, 2017, 06:29:37 PM »

the GMDA hammerhead's missile slots are a bit funky, they aren't symmetrical with the left being a static mount and the right a turret, the left is also positioned a bit further ahead of the right one.
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very cool mod, keep it up :D
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Re: Grytpype and Moriarty Defence Authority 0.6 (Updated)
« Reply #12 on: February 08, 2017, 12:16:28 PM »

Okay, the little cop lights on the Wolf are cute as hell.

I have noticed GMDA fleets pop up in non-Corvus Nexerelin occasionally, no homeworld though. Usually just small frigate packs.
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King Alfonzo

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Re: Grytpype and Moriarty Defence Authority 0.6b (Updated)
« Reply #13 on: March 10, 2017, 07:29:55 PM »

MINI-UPDATE!

(Finally!)

Fixed the variants, fixed the hammerhead missile slot, and made the GM Condor a little bit more attractive.

Sorry this hasn't come out sooner - I've been busy with Real Life, as we all are.

AxleMC131

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Re: Grytpype and Moriarty Defence Authority 0.6b (Updated)
« Reply #14 on: March 10, 2017, 08:00:04 PM »

Initial reaction: A GOONS FAN!!!  :o
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