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Author Topic: [0.9.1a] Kiith Nabaal Shipyard 1.3.1 - Hiigaran Marine & Assault Frigates  (Read 113122 times)

Armithaig

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Honoring the 20th anniversary of the Homeworld franchise and the upcoming sequel announced today, a small mod to introduce the ships of Homeworld 2 into Starsector.

All fresh out of the factory midlines without paint jobs, any faction with midline blueprints'll sport them.
Rare painted versions'll show up as loot out in the fringes.

Download 1.3.1
Source on Gitlab
Donations welcome
Integrated with Version Checker


Ships
Fighters
(Large by Starsector standards, wing size reduced)

Class: Sahir
Role: Recon Scout
Arms: 1x Light Kinetic Autogun
Class: Nasir
Role: Heavy Interceptor
Arms: 1x Kinetic Autogun
Class: Midhi
Role: Plasma Bomber
Arms: 2x Plasma Bomb Launcher
Class: Kashaf
Role: Survey Scout
Arms: 1x Light Flechette Cannon
Class: Alharis
Role: Assault Craft
Arms: 1x Flechette Cannon
Class: Mufajir
Role: Plasma Bomber
Arms: 2x Plasma Bomb Launcher
Class: Ramah
Role: Lance Fighter
Arms: 1x Light Plasma Lance

Corvettes
Class: Tira
Role: Corvette
System: Wing Leader [Video]
Mounts: 1x Medium Energy

Frigates
Class: Banika
Role: Transport
System: Ram Drive [Video]
Mounts: 1x Small Ballistic
Mods: Modular Holds
Class: Hinsra
Role: Heavy Frigate
System: Ram Drive [Video]
Mounts: 1x Medium Ballistic, 2x Small Ballistic,
1x Small Missile

Destroyers
Class: Vidhvansak
Role: Heavy Destroyer
System: Missile Defense [Video]
Mounts: 1x Large Ballistic, 2x Medium Composite
Arms: 1x Rajih MRM Battery

Cruisers
Class: Tajmahir
Role: Carrier
System: Reserve Deployment
Mounts: 1x Large Composite, 2x Medium Missile,
5x Small Ballistic, 3x Fighter Bay

Capitals/Utility
TODO

Weapons
Light Zenith Cannon
Role: Point Defense (Area)
Mount: Small Ballistic
Damage: Fragmentation
Pulsar Cannon
Role: General
Mount: Medium Energy
Damage: Energy
Kitar Flechette Cannon
Role: Anti Shield
Mount: Large Ballistic
Damage: Kinetic

Feedback
    Welcome suggestions of what to prioritise.
    Balance's taken a backseat to making more ships, pipe up if anything's over/underperforming.
    Homeworld's right sparse on information about its ships or technology, will begrudgingly take corrections and fan theories.


Credit
  • Relic Entertainment for the original ship designs and sounds.
Homeworld is a registered trademark of Sierra Entertainment 1999-2007, Gearbox Entertainment 2013-2019.
All rights reserved.
« Last Edit: January 28, 2020, 11:03:04 AM by Armithaig »
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haloguy1

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
« Reply #1 on: August 30, 2019, 07:07:26 PM »

Great work, Looks really awesome. Can't wait to see more.
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Armithaig

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
« Reply #2 on: August 30, 2019, 07:34:40 PM »

Thanks! Been touchin' on the Hiigaran carrier off and on for a few months, probably gonna be up next.
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Ed

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
« Reply #3 on: August 30, 2019, 07:49:38 PM »

With all those fighters a carrier would really be nice indeed
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Check out my ships

Offensive_Name

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
« Reply #4 on: August 31, 2019, 12:02:59 AM »

There was another Homeworld mod out there, which I think is dead, you should try to get in touch with the mod author and see if you could get his assets to lighten your workload. No reason to do everything twice. Keep up the good work!
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DreXav

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.0
« Reply #5 on: August 31, 2019, 03:55:09 AM »

Awesome looking fighters!

I am working on reviving the Hiigaran Descendants mod, the Homeworld 3 announcement adds just more wind into my sails  ;D
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Armithaig

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.1 - Hiigaran Carrier
« Reply #6 on: September 06, 2019, 07:51:28 AM »

Awesome looking fighters!

I am working on reviving the Hiigaran Descendants mod, the Homeworld 3 announcement adds just more wind into my sails  ;D
Homeworld's good enough for 'bout a dozen mods of it, won't be a faction mod of this for a while anyhow until've gotten all the ships in.

V1.1 - Hiigaran Carrier

Shoved the Hiigaran carrier cruiser in there, +faction skin.
All the carrier subsystems exist, though there's no way to remount 'em for now. One variant with all slots filled, one bare.
Don't do much at the moment save for looking fancy.

Rubbed mitts on all the fighter sprites again, Vaygr Bomber/Lancer got scaled up to have same size bums with Interceptor.
Release notes here.
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Dwarden

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.1 - Hiigaran Carrier
« Reply #7 on: September 06, 2019, 10:35:05 AM »

nice update, installed
i was too quick and there is first bug

goto to Barren planet
click `Mine`
click `What ships can mine?`
and instant crash

note: 1.0 is fine, only 1.1 crashes

Code
8153999 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.HullVariantSpec.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.HullVariantSpec.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
at nabaal.hullmods.HiigaranFleet.applyEffectsBeforeShipCreation(HiigaranFleet.kt:13)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.printMiningTools(Nex_PrintMiningInfo.java:194)
at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.execute(Nex_PrintMiningInfo.java:54)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(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)
[code]
« Last Edit: September 06, 2019, 12:10:53 PM by Dwarden »
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Armithaig

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« Reply #8 on: September 06, 2019, 07:24:37 PM »

Ah thanks for bein' detailed, didn't realise it was obfuscated to that degree, uploaded a fix.
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Dwarden

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« Reply #9 on: September 07, 2019, 07:18:18 AM »

thanks, the crash is gone, so far so good , thanks for fast fix
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Gotcha!

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« Reply #10 on: September 08, 2019, 01:00:03 AM »

Excellent art! Not to shortchange the guy who made my old mod's art, but your ships fit a lot better into the game.
I hope you'll be adding as many Homeworld 2 ships as you possibly can. :)

And to DreXav, good luck!  ;)
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Armithaig

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« Reply #11 on: September 08, 2019, 02:02:16 AM »

Relieved to hear ya say that, was a mite worried when'd revised this larger carrier for the 4th time that've gone and cooked my last two synapses along with any aesthetic sense.
Focus is certainly on doing as much art as possible first, fun stuff like coding new ship systems'll come after a healthy chunk of 'em are in. Alternating so'm not only doing the easy flat top Hiigarans, next'll be a Vaygr Destroyer.
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Lynx

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« Reply #12 on: September 11, 2019, 05:56:49 PM »

First off, great work, thank you for reviving Homeworld for SS!

If you don't mind though, a critique about the scale. The scout looked too large compared to the interceptor, so I pulled a scale reference to check if my eyes weren't messed up.
So here's the results of a quick and dirty comparison:


I scaled it to the interceptor's size as the main reference, and there's a bunch of scaling differences. The most obvious is the scout though, so maybe scale the sprite down a bit?
The scale reference is compiled by someone on Deviantart btw, they also did scale for corvettes, frigates and capital ships.

Some other thoughts about how HW ships would balance in SS.
Since most of the ships don't have shields (save for that one lone Field Frigate maybe), they should have a higher armor and hull integrity rating than vanilla ships (built in Heavy Armor, Armored Weapon Mounts and Hull Integrity mods perhaps).
Kinetic weapons generate less flux compared to vanilla , but have a hard time damaging shields, because most of the kinetic weapons are designed for armor penetration (200% vs armor & hull, 25% vs shields), while beam/energy weapons are comparable to big energy weapons in vanilla.

Anyway glad to see HW getting some love again, keep up the good work!
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Harmful Mechanic

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« Reply #13 on: September 12, 2019, 12:03:12 AM »

These are really lovely; I'm especially enjoying your Vaygr bomber. It's really nice to see someone doing a Homeworld mod from scratch instead of reviving Gotcha!'s.

(I should really work on my Homeworld-ish mod some more...)

Some other thoughts about how HW ships would balance in SS.
Since most of the ships don't have shields (save for that one lone Field Frigate maybe), they should have a higher armor and hull integrity rating than vanilla ships (built in Heavy Armor, Armored Weapon Mounts and Hull Integrity mods perhaps).
Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.

Add to that the fact that unlike an RTS, you don't really have the ability to produce an endless stream of ships, and direct 1:1 mechanical stuff like that isn't a great idea (although once the faction roster is fleshed out, there's always the advanced option of painstakingly designing a shield-replacement system).

I would instead make them extreme versions of low-tech Starsector ships; poor shield efficiency, slow, with ponderous ballistic weapons and lots of PD. High per-shot kinetic and long bursts of fragmentation damage with slow refire rates and shot speeds would make the guns work within Starsector's balance environment, with HE ion/pulsar beams to ruin hull armor.
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Armithaig

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Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« Reply #14 on: September 12, 2019, 02:49:31 AM »

First off, great work, thank you for reviving Homeworld for SS! -snip-
Thanks darling! Might take yet another hand to the scout, as for the scales in general, there ain't a winning option.

Do use the HW2 scale as a starting point e.g. Interceptor's 17.3m to the Bomber's 23m. Given the I occupying 46h pixels, B should be ~61, made an even 60 to dodge interpolating.
Promptly goes halfway into the rubbish bin since these fighters're already breaking Starsector's sprite limits in some ways, game becomes how small they can be made while still evoking the original ship and staying approximately in scale.

To the carrier, doesn't take a chart to see they'd barely get their momma size bum out the hangar bay.
S' a few things let me suspend my disbelief. Based on the Starsector bay exit animation, fighters're probably a good deal smaller than their sprite'd suggest, occupying a layer closer to the screen.
Or NLips is ticked on. In both games, something'll go bampy with the scale for the benefit of whoever's laying peepers on it, so'll do the same.

Gonna get more egregious from here since'm compressing "super capital ships" within Starsector's class sizes.
Things'd get out of hand immediately if I just looked at their actual size: "Well the Carrier's 45 times the Interceptor, 2000h pixels it is."




These are really lovely; I'm especially enjoying your Vaygr bomber. It's really nice to see someone doing a Homeworld mod from scratch instead of reviving Gotcha!'s.


(I should really work on my Homeworld-ish mod some more...)
Ah stoked to hear that from ya vectorian brother, thank you! Thought that carrier was a Keeper at first because of the bloody twitter compression, looks terrific though, I'll take 20.



Some other thoughts about how HW ships would balance in SS.
I would instead make them extreme versions of low-tech Starsector ships; poor shield efficiency, slow, with ponderous ballistic weapons and lots of PD. High per-shot kinetic and long bursts of fragmentation damage with slow refire rates and shot speeds would make the guns work within Starsector's balance environment, with HE ion/pulsar beams to ruin hull armor.
Not sure how's factored into HW2's health bars, but there's a "shield" defined for any ship larger than a Scout.
May be only against EMP damage but'm drawing a blank on any concrete info.
Code
addShield(NewShipType, "EMP", 10000, 20)

Planning some kinda armour repair system for the Shipyard, preferably where the ships came in to dock. Could extend that to the resource collectors and carrier subsystems as a shield replacement mechanic, with some CoH2 style internal crew-repair that disables the ship as a last alternative. But heck even as'm writing this it feels taken too far and doesn't really introduce a new engagement mechanic, just an infuriating back off n' heal one. Particularly if hyperspace systems get introduced, can just hop away from any danger and come back fresh as a brass flannigan.

Vaygr'd be more likely to get the low-tech treatment, but in terms of weapon mount real-estate theirs is the smallest, those'll be a case-by-case design revolving around their built in weapons (trinity cannon, fusion missiles, etc) to bring 'em up to class, rather than some unifying faction mantra.
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