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Author Topic: [0.97a] Star Wars 2020 v1.0.2  (Read 107538 times)

BeyondTheHorizon

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[0.97a] Star Wars 2020 v1.0.2
« on: September 05, 2020, 12:02:37 AM »

Star Wars 2020
Require LazyLib, GraphicsLib and MagicLib


Hello there,

By the inspiration of the Star Wars mods created by LazyWizard and ShadowFox, FDS mod by Johnny Cocas. Here comes the Star Wars mod in the year of 2020.

The mod is currently on test stage, feedback and suggestions are highly appreciated.

Features:

  • 9 factions: Galactic Empire, New Republic, Galactic Republic, CIS, Mandalorian, Zann Consortium, Black Sun, First Order and Chiss Ascendancy.
  • 4+ new systems: Coruscant Prime, Chandrila system, Kamino system, Raxus system, and more.
  • Over 50 ships and 30 fighters.
  • Pilotable starfighter sub-mod (Require Arma Armatura)
  • Unique shield system.
  • New Hullmods, shipsystems, space stations and planet type.
  • Star Wars Portraits.
  • Compatible with Nexerelin.
  • Commissioned Crews mod supported.

Enable Star Wars Combat Music Patch
Spoiler
For Mod version 0.9.9 or above
Replace sound.json under: gamedirectory/mods/Star Wars 2020/data/config
Download
[close]

Development Roadmap:

  • More ships
  • Automated vulture droid deployment station capturable combat objective
  • New factions planning(Old Republic and Sith Empire maybe)
  • Star Wars Galaxy map

Changelog:
Spoiler
Hotfix update v0.2.0a for Pilotable Starfighter submod
Fix CTD of ARC-170

Patch update v1.0.2
Add iconic starfighters of each faction to the Pilotable Starfighter sub-mod
Fix TIE Interdictor not landing on ship
Reduce the sprite size of C9979 Landing Craft
Reduce fire range of turbolaser weapons
Add dedicated targeting core or integrated targeting unit to most cruiser, destroyer and frigate size ship variants so AI will have similar fire range to player
Save compatible

Patch update v1.0.1
Add Death Star I ship version
Add planet menu option to switch Death Star between ship or station (only able to station at a planet with Imperial Shipyards orbital station, story points and weapons on ship version will be refunded)
Add Death Star I unique bounty
Nerf weapons, the buffed version of weapons.csv back is included in the mod data/weapons folder, you can rename it to use the buffed weapons
Fix Death Star I industry illustration become red
Fix EAW voice notification may crash when the enemy is defeated

Hotfix update v0.9.10a
Fix Death Star I on correctly shown after update from Imperial Dockyard
Save compatible

Version update v1.0.0
Add Pirate Snug Fighter from The Mandalorian, Death Star I Station (mobile station and planet destruction option in future update)
Add Battle of Yavin mission
Add portraits from Ahsoka
TIE Fighter and Interceptor balance
Overall weapon buff to make weapons for small ships more useful
Fix request escort shipsystem may cause a crash in the title screen

Patch update v0.9.11
Add Liberation Venator-class Star Destroyer
Increase energy weapon range as many had requested
Add S-mod effect to some of the hullmods, more will be added in next update
Fix playing the enemy retreat voice lines when all enemies are defeated and replace them with victory voice lines for EAW voice notification plugin

Hotfix update v0.9.10a
Fix crash when getting M12L bomber blueprint
Save incompatible

Patch update v0.9.10
Add Conqueror-class Star Destroyer, Cumulus-class Corsair
Add Lusankya fleet unique bounty
Add new portraits
Add Secutor-class to the Galactic Republic
Extend the cooldown of deploy probe droid shipsystem from the 60s to 120s and the success rate of capturing hostile objectives from 60% to 50%
Fix case letter issue for portrait file
Fix missing slashes for commissioned crews hullmod descriptions

Patch update v0.9.9
Add Terror Executor-class SSD, TIE/sk x1 Striker, Knight Hammer SSD.
Knight Hammer was created by DecimaMASAdmiral, and modified by me.
Commissioned Crews mod is now compatible and has a unique hullmod for each faction.
Add com relay for each Star Wars sector, random core world supported.
Unique bounties United Warlord Fleet and Imdaar Alpha Defense Fleet.
Fix the weapon mount bug of Mediator.
Fix gravity well generator may not deactivate for AI ship.
Reduce the hangers of each capital shipyard section from 5 to 4.

Patch update v0.9.8
Add Lusankya Executor-class SSD, Onager-class Star Destroyer, Imperial Escort Carrier and Chiss Air Straeker
Lusankya was created by DecimaMASAdmiral, I modified stats and weapon placement

Patch update v0.9.7
Add Shipyard Industries, an orbital station capable of producing ships and heavy armaments. However, they are lightly armed compared to defence stations like the Golan II and III but can deploy ship defense force as reinforcement. Upgrade the station to heavy and capital shipyard, and install nano-forge to improve the ship production quality.

Patch update v0.9.6
Add Rohkea-class Frigate, Pinnance-class Frigate, Lupus-class Missile Frigate, T-20 Umbaran Starfighter
Starfighter speed reduction to prevent overshot and speed-related issues
Star Wars star systems are now compatible with Nexerelin random core world and faction disable function but the planets within will spawn inhabited/random faction habited
Add Star Wars Andor character portraits
No change to pilotable starfighter project

Hotfix update v0.9.5a
Fix CTD when players don't have Nexerelin mod installed
Fix pilotable starfighters not spawn in market

Patch update v0.9.5
Add MC85 Star Cruiser, MG-100 StarFortress SF-17
Add pilotable Scimitar, TIE Silencer with cloaking device
Correctly support Nexerelin faction disable function (but star wars planets will not generate in random core world setting)
Fix TIE/se Bomber missing hitbox
Built-in Deflector Shield hullmod to every SW ships
Starfighter speed re-stats and change number of fighters in wing of some fighters
Plasma cannon and ion blast cannon projectile rework
Disable combat voice line for pilotable starfighter

Patch update v0.9.4
Add Modular Taskforce Cruiser, BTS-A2 H-wing Long-Range Strike Bomber
Fix Jedi Commander increasing ship CR after peak
First Order unique bounties
Pilotable Starfighter sub-mod v0.0.1 (require Arma Armatura mod)
New download site on Patreon, please vote in the polls if you have time

Patch update v0.9.3
Add Endurance-class Fleet Carrier, Proliqsi-class Interdictor, Muqaraea-class Corvette, Bes'uliik Starfighter, Kyr'galaar Starfighter
Add deflector shield on-hit ripple effect
Deflector Shield Hullmod recode and add a shield regenerate timer
Change some carriers to 'combat carrier', eg. Secutor-class
Fix faction prefix missing for some Golan shield gate station
Fix some starting fleets missing when creating Nexerelin start
Fix some ships missing default autofit variant
Require GraphicsLib

Patch update v0.9.2
Add Mega-class Star Dreadnought
Add Zann Consortium Space Station
New portraits (Big thanks to YoungJihad for gathering the portraits)
Fix CTD entering Ord Mantell
Minor Fixes (Description missing, etc)
Save incompatible (New save is required for the fix to work)

Patch update v0.9.1
New ships and fighters for Chiss Ascendancy and First Order
Save compatible

Hotfix update v0.9.0a
Fix CIS Golan ii station not found
Other minor fixes

Version update v0.9.0
New factions: First Order and Chiss Ascendancy
8 new star systems
Star Wars star systems and planets redone (systems location are in scale to Star Wars galaxy map)
Deflect Shield Hullmod new mechanism
(Shield will overload but have a recharge time longer than overload time, let me know your thought on this in the comment)
Save incompatible

Patch update v0.8.5
Add Mandator IV-class Siege Dreadnought, Resurgent-class Star Destroyer, IPV-2C Republic Stealth Corvette, First Order fighters
(First Order ships are obtainable only through blueprint as the faction is not yet implemented)
Add Republic high-value bounties
Fix Cabur-class starfighter missing hitbox
Fix Medium Tractor Beam voice line glitch

Hotfix update v0.8.4b and v0.8.4a
Allow some low tier weapons to spawn in open markets
Fix Neutron Star-class Bulk Cruiser Rebel variant crashing the game

Patch update v0.8.4
Add Mandator I-class Dreadnought, Neutron Star-class Bulk Cruiser, Captor-class Heavy Munitions Cruiser, Auxilia-class Pursuit Destroyer, A-9 Interceptor
Fix Basilisk Prime star system overlapping with Ryloth Prime
Minor balance tweaks

Patch update v0.8.3
Add Eclipse I Dreadnought, Victory II SD, Lancer Pursuit Craft, Kom'rk-class Fighter
Add Base Delta Zero hullmod
Add Zann Consortium high-value bounties (Vayra's Sector seems to be not required, maybe base game or Nexerelin already have high-value bounty system)
Deflector shield AI tweak, so the AI won't keep backing off and be hard to chase
Resize C-9979 landing craft and reduce its spawn rate
Reduce ion cannon max spread and other minor balance tweaks

Hotfix update v0.8.2a
Fix Cabur-class Fighter missing collision box
Add Dauntless-class Heavy Cruiser

Patch update v0.8.2
Add Mandator II-class Star Dreadnought, Mediator class Battle Cruiser, Battlesphere, C-9979 Landing Craft and ST-70 Razor Crest.
Add Buzz Droid Missile
Add Capture Shuttle Hullmod
Other minor fixes

Patch update v0.8.1
Add Bulwark Mk.1 to 3 Battleship, Teroch-class Mandalorian Cruiser, Ajuur-class Heavy Cruiser, 10 starfighters including Scimitar, N1 series starfighters
More portraits
Fix IPV-1 System Patrol Craft 0 OP

Hotfix update v0.8.0a and v0.8.0b
Fix Nexerelin random core world CTD
Fix Deflector Shield Hullmod market CTD
Buff for Aggressor-class Plasma/Ion Cannon
Mandalorian UI color change
Add IPV-1 System Patrol Craft

Version update v0.8.0
(This is more like a beta release as the deflector shield ai isn't working probably in 0.95.1a so I decided to release 0.8.0 early with almost all save incompatible new contents planned. You may find portraits or ships for new factions not as many as expected, they will be added within 1 or 2 weeks.)
New factions: Mandalorian, Zann Consortium, Black Sun
New star systems
Deflector Shield Code rework (more accurate damage register, damage number indicator) plus custom AI script
Starfighter Stats rework (Lower health, armor and shield, speed between different fighters are more close to lore instead of proportional to tier)
Weapon Stats rework (mostly about reducing range and rate of fire)
New Shipsystem: Shield Leecher and Point Defense Laser System
New Hullmod: Beskar Armor Plating and Redundant Shield Generators
Deflector Shield Hullmod rework: change shield damage reduction to reduce flux when overloaded.
(Original plan is to allow weapons to keep fire when overloaded with 50%/100% more shield disable time penalty but may still be considered op, so I want to hear you guys' ideas about it.)
New Ships: Eclipse II Dreadnought, Vengeance-class Dreadnought, Viscount-class and Viscount Prototype(rework)
New Golan II Space Defense SpaceGun
New Republic and CIS High Value Bounties (Vayra's Sector mod required, maybe? Seem to work without it.)

Patch update v0.7.10
Add Subjugator-class, diamond-class, MC20 frigate, NTB-630 Naval Bomber
Tractor Beam Projector Shipsystem
Fix Medium Tractor Beam Emitter Shipsystem on AI ships not working properly
Request Reinforcement Shipsystem doesn't cost deployment point now
Reduce KDD Tri Turbolaser OP cost to 10
Proclamator class size set to cruiser and OP adjustment due to KDD Tri Turbolaser reduced OP cost
Executor deployment cost reduction
Requires MagicLib

Patch update v0.7.9
Fix Wavefront-active Tractor Beam crash
Fix Executor-class SSD missing description

Patch uodate v0.7.8
Add Executor, Tector-class, MC90, Rothana Battlecruiser, Ye-4 Gunship
Carrack rework, Home one weapons relocation
Wavefront-active Tractor Beam for Gamma-class Assault Shuttle
CIS ships hullsize categorize
AI high-tier ships now have ship flux cap, vent and hullmod modification
Fighters health reduction
Blaster cannon volume reduction

Patch update v0.7.7
Patch mainly for changing MG7 Proton Torpedo of Y-wing back to normal Proton Torpedo
Tibanna Gas hullmod nerf
Tweak min and max crew of ships
Tartan-class Patrol Cruiser resize
Lancer-class stats tweak(I thought it's a bigger ship but it's same size as Tartan in Star Wars lore)

Patch update v0.7.6
Add Praetor-class Battlecruiser, Proclamator-class Star Frigate, Recusant-class Light Destroyer, Gamma-class Assault Shuttle
Add Deploy Probe Droid, Medium Tractor Beam Shipsystem
Add Escape Pod Hullmod
Buff dreadnought tier ships a little
Reduce fighter bound polygons for better fps performance

Patch update v0.7.5
Add Legacy class Star Destroyer, Sabaoth Destroyer, Republic and CIS Transport ships
Thermal Shield and Battle Meditation Shipsystem
Sound files volume reduction
Concentrate fire shipsystem damage bonus reduction
Fix Providence Dreadnought 0 OP

Patch update v0.7.4
Add Procurator-class Battleship, Providence-class Destroyer/Dreadnought
Add Tactical Analysis Shipsystem
Add Battle Droid Crews, Jedi Commander Hullmods
Republic, CIS are playable in Nexerelin
Fix imperial Dockyards Downgrade CTD
Republic, CIS Portraits

Patch update v0.7.3
Replenishment ships for New Republic, Galactic Republic and Separatist
Stations upgrade CTD fix

Patch update v0.7.2
Add Consular-class Space Cruiser
Add CIS Tier-2 Starfighters
Viscount Xg-1 Starwing fix

Patch update v0.7.1
TIE Phantom bug fix
Mon Calamari Heavy Cruiser bug fix

Version update v0.7.0
Star Wars space stations implement to campaign
Fighters resize
Republic and CIS factions (Portraits and most of the ships will be added in up-coming updates)
Numbers fixes

Patch update v0.6.2
Add VT-49 Decimator, Mon Calamari Heavy Carrier
Add proton bomb to some boomers to replace ion torpedo
Fix Gravity Well Generator AI crash, add missile interdiction feature
Industrial revolution reverse engineering support
New portraits(Thanks acky1 for gathering portraits)

Patch update v0.6.1
Fix Gravity Well Generator crash

Version update v0.6.0
Fix supplies consumption of Assault frigate MK.I
Gravity Well Generator Shipsystem
Add Interdictor Class Star Destroyer
Empire Boss Bounty (require Vayra's Sector)
Weapon damage reduction

Patch update v0.5.3
Fix the wrong hullsize for Assault Frigate Mk.I and Mk.II to destroyer
Add SW-7 Ion Cannon
Add Imperial Dockyards (not implement to campaign yet)
MC80 Liberty Type Heavy Star Cruiser rework
Battle of Fondor Mission

Patch update v0.5.2
Add VCX-100 light freighter, Imperial I Star Destroyer
Heavy dual turbolaser now change to XX-9 heavy turbolaser
New Heavy dual turbolaser will be the main gun on ISD I
Further weapon balance
Battle of Scarif Mission

Patch update v0.5.1:
Add Sphyrna-class Hammerhead corvette 
Weapon balance
Fleet point cost balance
Request reinforcement shipsystem now calls ships varying according to caller's hullsize
Pristine Nanoforges are added to Kuat and Mon Calamari Shipyards' Orbital Works (new save required)

Version update v0.5.0:
New weapons and weapons rework
Add Imperial Venator Class Star Destroyer, Liberator Class Cruiser, Majestic Class Heavy Cruiser, Tartan Class Patrol Frigate and Carrack Class Light Cruiser
Add Missile Boat and GAT-12 Skipray Blastboat
Request reinforcement shipsystem
Combat support fighters special ability
Fix market sizes not matched with population sizes
Fix ship not showing on market

Patch update v0.4.1:
Resize Altor Class Replenishment ship to more accurate cannon scale
Slightly reduce the damage output of starfighter laser cannons
Fix AA9, Action VI and BFF-1 bulk freighter not used by any faction and not appear on markets.
Remove Battle of Endor Combat music (Remove the # at the beginning of data/config/sounds.json if you want to revert the change.)

Version update v0.4.0:
Add Alpha-class Xg-1 Star Wing
Add ion torpedo for bomber
Add resupply fighter ability to U-wing and Tie Reaper
Add Advanced targeting computer hullmod
Add more Star Wars portraits
Add fighter wing OP costs
Various fixes and stats adjustments

Patch update v0.3.1:
Fix the new shield for flux stacks up faster than normal shield does.
Increase the fire rate of ion cannons.

Version update v0.3.0:
New Shield System.
Rework the Deflector Shield hullmod.
Improve the survivability of starfighters and slightly buffing PD laser.
Increase weapons range.
Change ion cannons damage type to kinetic.
Resize the ships with wrong scale.
Decrease ship's turn rate and turn acceleration.
New sprite for Quasar Fire Class Carrier.

Patch update v0.2.2:
Fix Starhawk weapons slot bug.
Patch update v0.2.1:
Fix Viscount weapons slot bug.

Version update v0.2.0:
Add OP costs for weapons and adjust the ships ordnance points.
Reduce the weapon amount of multiple ships.
Increase weapons flux cost, reduce ships flux capacities.
Reduce hitpoints of ships.
Reduce built-in hullmods of ships.

Patch update v0.1.1:
Fix spelling mistake of Coruscant.
Fix casing issues for Linux system.

Beta Release v0.1.0
[close]

Images and Videos:

Credit:

Ship sprite artworks: Fractalsponge (Ansel Hsiao), Star Wars Interregnum team, EAW Thrawn's Revenge team, EAW remake team and EAW Rise of the Mandalorians team.

DecimaMASAdmiral for Lusankya Executor-class SSD and Knight Hammer Executor-class SSD.

YoungJihad and acky1 for gathering Star Wars portraits.

LazyWizard for making LazyLib.

Dark.Revenant for making GraphicsLib.

Tartiflette for making MagicLib.

shoi for making Arma Armatura.

Timid for Commissioned Crews.

Inspiration from the Star Wars mod created by LazyWizard and ShadowFox.

Special thanks to Alex and the dev team of Starsector, Starsector community and all Star Wars fans.

Voice lines sfx from Star Wars Empire at War are properties of Petroglyph Games and LucasArts.

All models, music and sound are property of and all rights reserved by STAR WARS © & ™ LUCASFILM LTD.
« Last Edit: March 21, 2024, 08:38:15 AM by BeyondTheHorizon »
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Phearlock

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Re: [0.9.1a] Star Wars 2020
« Reply #1 on: September 05, 2020, 01:49:36 AM »

Just looking over the ships, few things of note:

-Hidden mounts cannot be disabled and are generally only used on fighters and in extremely rare cases on some ships, Most of your ships need to be redone with more conventional visible weapon mounts.

-OP budget for ships is all wrong. The guideline in DR's old modding guidelines post is a good starting point http://fractalsoftworks.com/forum/index.php?topic=9052.0

-several frigates are statted as destroyer size hulls. Stat lines in general are all over the place.

-Starsector is typically not to-scale. Most of your tiny hulls should be scaled up to the point where they can accept regular mounting options. (the YT1300 in your mod is the most egregious example. this is way too small.)

-Weapons should be balanced to vanilla statlines, because, well, you should consider we can just take some of these weapons and put them on vanilla hulls to make incredibly broken builds.
Fix:
Flux costs+Flux efficiency
OP costs. (I see this is next on your list of things to add, but I'll note it anyway)
No excessive weapon ranges for mount size without significant drawbacks
Missiles typically have limited ammo
Wing size of fighters shouldn't be too high if the fighter is very powerful. Amount of power-per-bay matters.

-Too many guns in general. Unless you're making a total conversion you should convert ships weapon loadouts to reflect their IP counterpart, but not copy it directly, in order to work inside starsectors ship design space. This is easier when you don't use hidden mounts, as you need to have room for your weapons and have the ship not look bad at the same time. Use vanilla weapon sizes for reference.

-Excessive amounts of built-in hullmods. It clutters the list and removes most of the thought process from ship loadouts if you're already given almost all the options you could think of having. 1-2 is normal for a faction ship, 3-4 built-in hullmods is rare.

-Fighter chassis storage hullmod is reserved for stations.

Overall: This mod needs a lot, lot, lot more work
« Last Edit: September 05, 2020, 01:53:20 AM by Phearlock »
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020
« Reply #2 on: September 05, 2020, 06:17:10 PM »


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canned Tomatoes

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Re: [0.9.1a] Star Wars 2020 v0.2.1
« Reply #3 on: September 08, 2020, 07:08:49 AM »

I tried your mod, and it's loud.

The weapon noise, with the many weapons and relatively high firerate drwons out everything.
After taking out the music and lowering the volume of the weapons, it was fun to stomp around for a bit, although the fighters were still making noises.

While I appreciate you wanting to recreate star wars, it doesn't really fit the way you are trying to implement it.
If you want some big ships to compare with as a benchmark, I would take Neutrinos Unsung for super battleshis, and the Matriarch carrier from Interstellar Imperium for a good upper limit when it comes to size.

Also, at least the bellator is a bit of a stick ship, with shields that are very far away from the hull at some points.
I would recommend seriously limiting the shield arc and turning it into frontal shields.
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.2.1
« Reply #4 on: September 08, 2020, 08:28:28 AM »

I tried your mod, and it's loud.

The weapon noise, with the many weapons and relatively high firerate drwons out everything.
After taking out the music and lowering the volume of the weapons, it was fun to stomp around for a bit, although the fighters were still making noises.

While I appreciate you wanting to recreate star wars, it doesn't really fit the way you are trying to implement it.
If you want some big ships to compare with as a benchmark, I would take Neutrinos Unsung for super battleshis, and the Matriarch carrier from Interstellar Imperium for a good upper limit when it comes to size.

Also, at least the bellator is a bit of a stick ship, with shields that are very far away from the hull at some points.
I would recommend seriously limiting the shield arc and turning it into frontal shields.

Thanks for the feedback, may I know which version that you've tried?
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Mondaymonkey

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Re: [0.9.1a] Star Wars 2020 v0.2.1
« Reply #5 on: September 08, 2020, 01:04:17 PM »

Did not load yet, question: Are those gigantic ships modular? If not, they should. Also, each module can have it's own small (or big) frontal shield emitter. And assuming they are fixed, shield center could be far away from real sprite center, making illusion of more flatter arcs, leaving less space between shields and hull.
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Aldazar

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Re: [0.9.1a] Star Wars 2020 v0.2.1
« Reply #6 on: September 08, 2020, 03:35:57 PM »

Going to try this out since it has nebula class such a underrated ship in EU.

Edit: I'm getting a crash going into the sim and this is what I get scrolling down simulator battle menu.


268171 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0034] not found on hull [sw_starhawk]
java.lang.RuntimeException: Slot id [WS0034] not found on hull [sw_starhawk]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.D.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.B.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(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)
268207 [Thread-11] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
268207 [Thread-11] INFO  sound.null  - Playing music with id [battle_ambience_01.ogg]
« Last Edit: September 08, 2020, 04:40:10 PM by Aldazar »
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.2.1
« Reply #7 on: September 08, 2020, 06:34:06 PM »

Edit: I'm getting a crash going into the sim and this is what I get scrolling down simulator battle menu.
Oh, another weapon slot bug after reducing the weapon amount, sorry about that. Strange, just used battle sim yesterday and didn't report error :-\. Just fix it in v0.2.2.
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Aldazar

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Re: [0.9.1a] Star Wars 2020 v0.2.2
« Reply #8 on: September 08, 2020, 06:39:38 PM »

Probably maybe of another mod but thought it was weird it was being consistent scrolling down and crashing.
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.2.1
« Reply #9 on: September 08, 2020, 06:52:24 PM »

Did not load yet, question: Are those gigantic ships modular? If not, they should. Also, each module can have it's own small (or big) frontal shield emitter. And assuming they are fixed, shield center could be far away from real sprite center, making illusion of more flatter arcs, leaving less space between shields and hull.
Wow, I have no experience on designing modular ships. Each module of the ship has its own sprite, I need to think how to break down the star wars ship into pieces, and see how it works, I need some time to do that.
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Draco

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Re: [0.9.1a] Star Wars 2020 v0.2.2
« Reply #10 on: September 20, 2020, 12:50:27 AM »

There are scale problems with some ships, mainly with the nebulon-b said ship is a capital and looks as big as a cr90
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morriganj

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Re: [0.9.1a] Star Wars 2020 v0.2.2
« Reply #11 on: September 22, 2020, 02:00:21 AM »

No offence to the mod, for being true to the franchise, but I loathe star wars weapons. If I knew how, I would remove them and just use the ships.
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.2.2
« Reply #12 on: September 29, 2020, 06:13:34 PM »

There are scale problems with some ships, mainly with the nebulon-b said ship is a capital and looks as big as a cr90
Oh, right, my mistake. Will scale it up in the next update and hopefully together with new shielding system.
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mrpras

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Re: [0.9.1a] Star Wars 2020 v0.2.2
« Reply #13 on: October 04, 2020, 12:04:35 PM »

Issues aside, thank you for making this mod. I'll follow eagerly and if I get time maybe I can help with sounds etc. Just wanted to share a positive feedback, whatever is right or wrong - someone is doing this and I'm very glad. Thank you
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BeyondTheHorizon

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Re: [0.9.1a] Star Wars 2020 v0.2.2
« Reply #14 on: October 15, 2020, 08:19:39 AM »

Issues aside, thank you for making this mod. I'll follow eagerly and if I get time maybe I can help with sounds etc. Just wanted to share a positive feedback, whatever is right or wrong - someone is doing this and I'm very glad. Thank you
Thank you so much, it means a lot really. It will be very helpful if you can help with my mod. I'm just an ordinary gamer somehow know a few things on coding so any kinds of help or suggestions are heartily welcomed.
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