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Author Topic: [0.8a]Wriath's Ship Addition Mod V.7  (Read 8713 times)

Wriath

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[0.8a]Wriath's Ship Addition Mod V.7
« on: May 01, 2017, 09:30:51 PM »

Hey there, I remade a ship from an old mod. the Weapons Pack by Apophis. The sprite was created by Medikohl. It's a midline destroyer with good shields and armour, but somewhat light armament.

A note on the Assassin, the weapons are all inbuilt to further simulate the behaviors of fighter type ships.

EDIT: Any advice on balancing, optimizing campaign integration, etc. is extremely welcome. This is the first time I've published anything on here and I don't really know what I'm doing!

Changelog:
Forgot to remove rules.csv for testing. re-uploaded.
V. .5 Adjusted some stats, less armour, changed description a bit, decreased shield radius a bit.
V. .6 Added a light carrier, stats are probably going to be changed, I just finally got a working draft going that isn't crashing.
V. .61 Fixed engines, shields, stat issues with dachsund. Added it to markets and patrols. Set barrage to foreward shield to better fit lasher style, changed weapon system to ammo accel.
Known Bugs, fixed, let me know if you find any.
V. .7 Added Assassin heavy fighter, playable 2 ship fighter squad, further changes to stats. Changed name of Barrage destroyer to Thrasher, changed mod name (would love a name for the mod that isn't... this)
V. .7a changed Assassin graphic.

To do:
Normalize dachsund skin with hound/cerberus. Make D versions of both ships, possibly add more ships, waiting on a sprite for a third one. Possibly further tone down stats except speed on barrage to put it into more of a light destroyer role, not sure about this. open to thoughts.
Sharpen up the Assassin sprite, figure out a way to make it so the secondary ship won't dock for repair and re-arm.

[attachment deleted by admin]
« Last Edit: May 10, 2017, 06:57:53 PM by Wriath »
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adimetro00

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Re: Barrage Destroyer Mod
« Reply #1 on: May 02, 2017, 08:15:52 AM »

Hey man, nice work. Are you going to add more ships?
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Wriath

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Re: Barrage Destroyer Mod
« Reply #2 on: May 02, 2017, 08:53:18 AM »

Was planning on adding another couple of old kitbashes that i think fit vanilla style, i'm not much at graphics editing so it's going to be rehashes of old designs (with permission from authors of course) that have fallen out of use.

Deshara

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Re: Barrage Destroyer Mod
« Reply #3 on: May 02, 2017, 11:37:24 AM »

is the ship & weapons pack not getting updated? Or am I thinking of a different pack that this came from?
« Last Edit: May 09, 2017, 05:16:13 PM by Deshara »
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I cant be blamed for what I said 5 minutes ago. I was a different person back then

Wriath

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Re: Barrage Destroyer Mod
« Reply #4 on: May 02, 2017, 11:41:44 AM »

It's from a much older one that was discontinued.

Wriath

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #5 on: May 09, 2017, 05:15:35 PM »

Added a new ship, custom sprite by me. I changed the name of the Barrage because I realized I hadn't spoken to Apophis about using the name of the ship. Sorry about that everyone.
Anyway, the Assassin is a ship that's halfway between a frigate and a fighter, it's a two ship squadron with the lead vessel having a built in fighter wing that's the same ship.

Deshara

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #6 on: May 09, 2017, 05:17:00 PM »

Added a new ship, custom sprite by me. I changed the name of the Barrage because I realized I hadn't spoken to Apophis about using the name of the ship. Sorry about that everyone.
Anyway, the Assassin is a ship that's halfway between a frigate and a fighter, it's a two ship squadron with the lead vessel having a built in fighter wing that's the same ship.

ooh o_o do want. Built in weapons or?
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Takion Kasukedo

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #7 on: May 10, 2017, 02:11:40 AM »

Hey, you know how to add more variants right? Just asking because the Barrage (before the Wriath's Ship Addition Mod Pack) had only the Point Defense variant, so just wondering if there's more than just that one now.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Wriath

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #8 on: May 10, 2017, 05:37:57 AM »

I know how but I'm not really sure what else to put on it, if anyone wants to screenshot the refit screen and show me what they're doing with it I might add some more variants.

Takion Kasukedo

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #9 on: May 10, 2017, 12:39:43 PM »

I know how but I'm not really sure what else to put on it, if anyone wants to screenshot the refit screen and show me what they're doing with it I might add some more variants.

Sure thing, I just have to wait until my computer can cope with Starsector without bluescreening so I can look at the refits and think of variants (I have 5 - 7 in mind for some ships)
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

dk1332

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #10 on: May 13, 2017, 10:13:13 PM »

There's a bug with the Assasin's "fighter wing". If you try to remote view the unit, the game crashes.
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Wriath

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #11 on: May 15, 2017, 04:55:54 AM »

I'll check on that sometime today.

dk1332

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #12 on: May 15, 2017, 09:29:26 AM »

Thanks, also note that even clicking on the "fighter wing" itself causes the game to crash.

the starsector.log has this

Spoiler
Quote
21027045 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.new.H.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.fornew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.fornew.advanceImpl(Unknown Source)
   at com.fs.starfarer.combat.new.intsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.fornew.advanceImpl(Unknown Source)
   at com.fs.starfarer.combat.new.oOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.fornew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)
[close]

Another notable bug I found is that, the assassin's fighter wing lpc also appears in markets and salvage. I can guess that is not intended, yes?
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Takion Kasukedo

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #13 on: May 23, 2017, 05:41:14 AM »

So, I made some variants for the Thresher. More incoming soon. (Ignore the (D), I made these variants before I repaired it)

Spoiler
[close]
- Warrior
Spoiler
[close]
- Overdriven
Spoiler
[close]
- Close Support
Spoiler
[close]
- Bruiser

Also, when is an outfittable Assassin coming? Or different variants?
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Wriath

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Re: [0.8a]Wriath's Ship Addition Mod V.7
« Reply #14 on: May 23, 2017, 05:02:30 PM »

I need to put another post on the other mod as well, I just got promoted at work so work has slowed down on both as I've been a bit overwhelmed... I'm not sure when I'm going to have some time to change much.