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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97.XX] Battlefleets of the Gothic Sector (Tally ho 0.98a-RC7!)  (Read 301528 times)

dctm64

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #210 on: August 26, 2023, 07:33:29 AM »

Behold the Destroyer of Rocks comes! 




Update Time!

V0.4.4

Added:

Iconoclast Destroyer
Planet Killer Reproduction

Several missing ships added to sim opponents

Nice. Even the Iconoclast got added. First opponent we had to deal with in the first game.

Hoping that Space Marine update comes and you can make custom units using crew replacer maybe:

https://fractalsoftworks.com/forum/index.php?topic=24249.0

Creator of the above managed to make new unit types for both raids and invasions in his AI Retrofits mod.

Perhaps having a "Guardsman" marine type unit exclusive to the Imperium can add more flavor. Maybe slightly stronger Ogryn soldiers too. We can probably hire Ork mercenaries as well. Chaos can get special marine units using a special demon summoning function maybe.

Btw, the games starts with the Imperium, Chaos, and Orks being neutral with eachother which is kind of strange.
« Last Edit: August 26, 2023, 07:36:44 AM by dctm64 »
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AccuracyThruVolume

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #211 on: September 02, 2023, 07:26:28 AM »

Oooo that looks like an interesting possibility.  More units for raids and ground fights would be a good thing.

I actually have code to set the factions per normal 40k universe:

For example in the Ork gen file:

FactionAPI battlefleets_ork_pirates = sector.getFaction("battlefleets_ork_pirates");
FactionAPI battlefleets_imperium = sector.getFaction("battlefleets_imperium");
FactionAPI battlefleets_forcesofchaos = sector.getFaction("battlefleets_forcesofchaos");
      
// Other Battlefleets factions
battlefleets_ork_pirates.setRelationship(battlefleets_imperium.getId(), RepLevel.HOSTILE);   
battlefleets_ork_pirates.setRelationship(battlefleets_forcesofchaos.getId(), RepLevel.HOSTILE);


However, Nex will rearrange things randomly.  This could make things, odd.    I haven't found how to counteract that yet.   You can always bend faction standing in-game I suppose  8)

I still have a bunch of ships for chaos to put out yet.   Unsure of which faction to go with next.  Just glad everyone is liking the mod.
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kidai9

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #212 on: September 13, 2023, 09:38:53 AM »

Hello Brother
What a great mod it is.
I have but a one problem with it. Is there a way to Autofit the ships? In whole honesty iam not really into mounting all those glorious weapons by hand. That would really help.
Thanks a lot
Emperor Protects
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horo111

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #213 on: November 09, 2023, 09:32:51 PM »

Hello Brother
What a great mod it is.
I have but a one problem with it. Is there a way to Autofit the ships? In whole honesty iam not really into mounting all those glorious weapons by hand. That would really help.
Thanks a lot
Emperor Protects

You can change "goalVariant" to true in every file under data/variants. I'm not sure if there were some easier ways.
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Dacasa

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #214 on: November 19, 2023, 01:42:25 AM »

Idk why but when i try to start the game it wont let me as it says "fatal error [Imperium Plasma Torpedo] not found" I went into the weapons folder and deleted the Plasma Torpedo files but it doesnt change anything.
Does anyone have a solution?
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Danye

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #215 on: November 21, 2023, 04:53:19 PM »

Oooo that looks like an interesting possibility.  More units for raids and ground fights would be a good thing.

I actually have code to set the factions per normal 40k universe:

For example in the Ork gen file:

FactionAPI battlefleets_ork_pirates = sector.getFaction("battlefleets_ork_pirates");
FactionAPI battlefleets_imperium = sector.getFaction("battlefleets_imperium");
FactionAPI battlefleets_forcesofchaos = sector.getFaction("battlefleets_forcesofchaos");
      
// Other Battlefleets factions
battlefleets_ork_pirates.setRelationship(battlefleets_imperium.getId(), RepLevel.HOSTILE);   
battlefleets_ork_pirates.setRelationship(battlefleets_forcesofchaos.getId(), RepLevel.HOSTILE);


However, Nex will rearrange things randomly.  This could make things, odd.    I haven't found how to counteract that yet.   You can always bend faction standing in-game I suppose  8)

I still have a bunch of ships for chaos to put out yet.   Unsure of which faction to go with next.  Just glad everyone is liking the mod.

You have GOT to add in the Tau next!
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shadowspace610

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #216 on: November 24, 2023, 11:49:36 AM »

When ever I face fleets from the imperium of man they never have their weapons slots filled out. most of the ships only had their built in weapons and their point defense.
« Last Edit: November 24, 2023, 11:53:39 AM by shadowspace610 »
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coolphoton

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #217 on: November 27, 2023, 07:32:04 PM »

Personally, I'm in favor of ether Necron or Adeptus Mechanicus next. The sector needs more people for the Hegemony to hate.
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AccuracyThruVolume

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #218 on: December 02, 2023, 02:46:18 AM »

Oooo that looks like an interesting possibility.  More units for raids and ground fights would be a good thing.

I actually have code to set the factions per normal 40k universe:

For example in the Ork gen file:

FactionAPI battlefleets_ork_pirates = sector.getFaction("battlefleets_ork_pirates");
FactionAPI battlefleets_imperium = sector.getFaction("battlefleets_imperium");
FactionAPI battlefleets_forcesofchaos = sector.getFaction("battlefleets_forcesofchaos");
      
// Other Battlefleets factions
battlefleets_ork_pirates.setRelationship(battlefleets_imperium.getId(), RepLevel.HOSTILE);   
battlefleets_ork_pirates.setRelationship(battlefleets_forcesofchaos.getId(), RepLevel.HOSTILE);


However, Nex will rearrange things randomly.  This could make things, odd.    I haven't found how to counteract that yet.   You can always bend faction standing in-game I suppose  8)

I still have a bunch of ships for chaos to put out yet.   Unsure of which faction to go with next.  Just glad everyone is liking the mod.

You have GOT to add in the Tau next!

That can only properly happen after I figure out how to make the Tau Mothership spawn three frigates at the start of every fleet action (in addition to being a carrier).

Of course the Chaos need some more units first.  A trio of related ships are being worked on.
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AccuracyThruVolume

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #219 on: December 02, 2023, 02:49:08 AM »

Hello Brother
What a great mod it is.
I have but a one problem with it. Is there a way to Autofit the ships? In whole honesty iam not really into mounting all those glorious weapons by hand. That would really help.
Thanks a lot
Emperor Protects

You can change "goalVariant" to true in every file under data/variants. I'm not sure if there were some easier ways.

Wait... is that the magic sauce to make it work??   Off to change variant files  ....... 8)
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AngerMittens

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #220 on: December 06, 2023, 12:05:51 AM »

When ever I face fleets from the imperium of man they never have their weapons slots filled out. most of the ships only had their built in weapons and their point defence.

2nding this issue, I've noted that on a rare occasion there is a variation to a weapon being fitted, But in every fight with Imperial ships that aren't in my fleet, their broadsides are bare.
I have also found this issue with the forces of chaos fleets. Not that I overly mind the heretics laying themselves bare for the emperors mercy. But it isn't quite sporting.
The Imperial fitting issue also extends to trying to paste a player saved fitting in the fitting manager onto a player saved ship, the hull mods go on by the weapons do not go bbbrrrrttt.

Da ladz iz fit up right an propa thou.

Couple other bugs to note, Secundus does not have a population centre or a starport. This leads to it never growing, always having low access and stability, eventually revolting, over and over.
(For any that want to fix it in their current run without using commands) In game I've found that nuking it after chaos takes it over with a revolt allows you to resettle and fix it.
Quadal is at size 5 but has 4 industries, this imposes a 5 stability penalty. (Unsure if intentional or not)


I do not recall there being any such issues in the Ork system (Don't take me at 100% on that, I'd need to recheck the system) but I cannot attest to the chaos system as I've never actually gone there.

That issue aside, *** love this mod and it's very at home in my playthroughs.
The scaling of the ships took me a round or two to adapt to, I really wasn't expecting the ships to be at good scale so it first felt like there was an extreme range issue on the weapons. Then it all made sense. Warhammer for the *** win my good chap or chapette.

If there's anything you would like checked from a player perspective or stress tested, I'm always game for helping with Warhammer so feel free tae let me ken.
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horo111

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #221 on: December 09, 2023, 04:53:19 PM »

When ever I face fleets from the imperium of man they never have their weapons slots filled out. most of the ships only had their built in weapons and their point defence.

2nding this issue, I've noted that on a rare occasion there is a variation to a weapon being fitted, But in every fight with Imperial ships that aren't in my fleet, their broadsides are bare.
I have also found this issue with the forces of chaos fleets. Not that I overly mind the heretics laying themselves bare for the emperors mercy. But it isn't quite sporting.
The Imperial fitting issue also extends to trying to paste a player saved fitting in the fitting manager onto a player saved ship, the hull mods go on by the weapons do not go bbbrrrrttt.

Da ladz iz fit up right an propa thou.

Couple other bugs to note, Secundus does not have a population centre or a starport. This leads to it never growing, always having low access and stability, eventually revolting, over and over.
(For any that want to fix it in their current run without using commands) In game I've found that nuking it after chaos takes it over with a revolt allows you to resettle and fix it.
Quadal is at size 5 but has 4 industries, this imposes a 5 stability penalty. (Unsure if intentional or not)


I do not recall there being any such issues in the Ork system (Don't take me at 100% on that, I'd need to recheck the system) but I cannot attest to the chaos system as I've never actually gone there.

That issue aside, *** love this mod and it's very at home in my playthroughs.
The scaling of the ships took me a round or two to adapt to, I really wasn't expecting the ships to be at good scale so it first felt like there was an extreme range issue on the weapons. Then it all made sense. Warhammer for the *** win my good chap or chapette.

If there's anything you would like checked from a player perspective or stress tested, I'm always game for helping with Warhammer so feel free tae let me ken.

You can add kinetic4/he5/beam6/energy7/fighter8/interceptor9/bomber10 or similar combination to all tags for corresponding weapons and fighters in weapons/weapons.csv and hulls/wing_data.csv. Or those weapons and fighters can't be chosen when you use the variants.
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horo111

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Destroyer of Rocks)
« Reply #222 on: December 09, 2023, 05:53:20 PM »

Some personal suggestions, most for balances:
1, add kinetic4/he5/beam6/energy7/fighter8/interceptor9/bomber10 or similar combination to all imperium and chaos weapons and fighters, or the variants functions can't be used in the game.
2, to match the vanilla ships' size, maybe it's better to lower the imperium and chaos ship image size to 1/2 (4x4 -> 2x2) or 2/3 (3x3 -> 2x2).
3, there are so many lance batteries on imperium and chaos ships, for the balance, maybe lance batteries are better to medium-sized long-ranged vanilla phase lance, but not another tachyon lance.
4, since macrocannon batteries are lack of anti-armor ability compared with lance in BFG table game rulebooks, maybe they'd better to have low dph similar as vanilla light needler. Then chaos need medium-size macrocannon for prow and dorsal weapon batteries. Also in table game, for example crusiers have port/stbd weapon batteries as 30cm 6 firepower or 45cm 4firepower, so maybe it's better to have this two different styles of small-size macrocannon.
5, in BFG table game, there are no ships around 80 points as ss vanilla destroyer(<=45 points for escorts, and >=120 points for light cruisers), so maybe we just don't need it. And for 6 firepower port/stbd weapon batteries and 2 strength lance batteries of imperium and chaos ships, always lightcrusiers/crusiers have range as 30cm, battlecrusiers/giant cruisers/heavycrusiers have range as 45cm, and battleships have range as 60cm. So maybe set the hullsize of light crusiers/crusiers as cruiser, battlecrusiers/giant cruisers/heavycrusiers as capital ship, and battleships have advanced targeting core. Maybe this can matches the settings of table game.
6, after the previous changes, maybe ships can need 1/7 or 1/8 points of BFG table game, like battlecruisers need 30~35 points, battleships need 45~50 points, and planetkiller/gloriana need ~100 points (maybe lower flux dissipation for all ships, just a little more than enough for one side's attack).
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AccuracyThruVolume

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Autofitting Ahoy!)
« Reply #223 on: December 13, 2023, 08:37:46 PM »

Appreciate everyone's feedback!   8)

Update Time:  V0.4.5

Autofitting functionality for Imperium and Chaos
Industry tweaks to current faction systems to make them more better industry-er.

As far as the size of the ships:  Imperium battleships are known to be somewhere depending on the lore source between 6-8km long.   I started with that reference to make them around 800 pixels long.   Then came the major factor of balancing the sizes of the mounts all the way down to the frigates.  Stuffing all those guns on there (mostly the lances) was a major factor in the overall size of the ships.  Some of them... do look a bit goofy. Imperium vessels will be long pencils.   Orks I had to improvise because most of the lore design of their ships don't lend to placing SS mounts properly.  The Tau when they come will be more half moon shapes so that will help the visual difference.
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AngerMittens

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Re: [0.96.XX] Battlefleets of the Gothic Sector (Autofitting Ahoy!)
« Reply #224 on: December 20, 2023, 12:38:38 PM »

Appreciate everyone's feedback!   8)

Update Time:  V0.4.5

Autofitting functionality for Imperium and Chaos
Industry tweaks to current faction systems to make them more better industry-er.

As far as the size of the ships:  Imperium battleships are known to be somewhere depending on the lore source between 6-8km long.   I started with that reference to make them around 800 pixels long.   Then came the major factor of balancing the sizes of the mounts all the way down to the frigates.  Stuffing all those guns on there (mostly the lances) was a major factor in the overall size of the ships.  Some of them... do look a bit goofy. Imperium vessels will be long pencils.   Orks I had to improvise because most of the lore design of their ships don't lend to placing SS mounts properly.  The Tau when they come will be more half moon shapes so that will help the visual difference.

Aye I strongly disagree with the notion of bringing the ships size inline with vanilla ships.
The largest ships the persean sector fields contain a few thousand crew.
A few thousand crew is the smallest ships in Imperial navies from Warhammer. Half the point is how over the top in size power and scale these things are, the immense scale of them works well and I love it. Taking away the imposing scale of Imperial navy ships would in my mind detract heavily from the mod. The powers that have arrived are building to their specifications, not the sectors.

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