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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96a] No Such Org - Phase ships and minor faction v0.4.0  (Read 139943 times)

Kayse

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No Such Organization

A minor faction with historic ties to Tri-Tachyon Corp and a love of phase ships.

'No Such Organization' is an open secret, rebranding after the Hegemony destroyed the bases of the PHASEOPS 3rd Task Force in the end of AI Wars. Nowadays, they salvage available hulls and shove phase coils in them. These aren't the clean R&D folks in sterile labs, these are soldiers, spacers, and technicians who want something that works NOW and are willing to make engineering compromises to make it work.

Download: No Such Organization - Phase ships v0.4.0

Requires: Magic Lib 1.0+

Recommended/Supporting:
Nexerelin with quick start and Diplomacy Profile
Commissioned Crew with a NSO bonus: Phase Logistics
Supporting Version Checker
Tenative support for Smuggler's tricks: Tested, seems mostly compatible. See IonDragonX's post immediately below for link.
Phase Field Save Fix 1.0 (by Histidine). Disables a call inside of the vanilla Phase Field hull mod that can sometimes cause a save crash.
Tentative support for Industrial.Evolution (whitelisting ships to allow the mod use). I don't use Industrial.Evolution myself so hopefully someone can confirm it fully works, but it shouldn't break anything.

Ships:
Spoiler

Poltergeist: Phase Fighter


Maggot: Phase Bomber


Corpse: Drone (used with Necromancer)


Ghoulie: Salvage/Support Frigate


Grim: Interdiction Frigate


Barrow: Phase Blockade Runner


Dullahan: Flotilla Leader


Harbinger (NSO): Phase HK Destroyer


Haunt: Phase Carrier


Necromancer: Combat Salvage


Pyre: Phase Tanker/Bomber


Bansidhe: Phase Light Cruiser


Deathknight: Phase Heavy Cruiser


Ghost: Phase Carrier


Azrael: Phase Battlecruiser
[close]

Changelog and Features:
Spoiler
v0.4.0: Updating to StarSector 0.96a and MagicLib 1.0
Balance: Increased armor and hull values to bring them more in line with vanilla phase ships in 0.96a
Tweak: Added "Grime" variant of the Grim that doesn't have the built in ion weapon for more user adjustment.
Reworked Jar imports to handle the MagicLib 1.0+ version.

v0.3.2: Polishing and Bug fixing
Bug Fix: Deathknight overcrowding
Tweaking: Barrow supplies changed to 6/month (from 10/month)
Tweaking: Barrow base value changed to 42,000 (from 100,000)
Tweaking: Dullahan base value changed to 50,000 (from 40,000)
Tweaking: Ghoulie base value changed to 28,000 (from 52,000)
Tweaking: Slight narrowing of Dullahan turret arc to firing through ship.
Polishing: Improving Nusquam system generation (Probably worth stopping by the debris field for a new player). Requires a new game to see.
Polishing: Added "Phase" back to Designation of ships: Dullahan, Bansihde, Necromancer, Deathknight

v0.3.1: Deathknight (should be save safe, but now requires Magic Lib).
New ship: Deathknight, phase heavy cruiser with elite armor regeneration.
New hullmod: Superposition Armor (allows in-battle armor regeneration). 

v0.3.0: Phase Carriers (should be save safe, but might cause weirdness with illegal ship fitting for existing fleets)
New Ships: Ghost Cruiser-sized carrier, Necromancer Destroyer-sized Drone Tender/Combat Salvage, Maggot Torpedo Bomber, Corpse Drone
Rebalanced Ships and Misc changes:
Haunt gets two launch bays and can change the wings, Bansidhe gets a reduction in DP from 30 to 25,
New Hullmod: Phase Carrier. Built into Haunt and Ghost, it slows down launching if you use any non-NSO fighters.
New Ship system: Reanimate Salvage for the Necromancer
Compatability with other mods:
Added Version Checker support.
Improved Nexerelin support for New Start mod.
Renamed the planets in the NSO star system to avoid conflicting with Anvil/Exalt. Will need a new save to see.

v0.2.6: Balanced the Azrael a bit; it had way too much OP (like 60 too much), so much so that it didn't want any Built-In hull mods. It now better aligns to the Modding Guidelines OP standards (still a smidge extra). The Elite variant had to go on a diet as well. I also fixed the Haunt variant, it should appear in Auto-fit and is more accurately described as an Escort variant instead of Strike.

v0.2.5: Angle of Death:
Added battlecruiser Azrael, rare blueprint, not in the NSO Blueprint pack, but NSO sells them every so often. Azrael should also take the place of Dooms in most NSO heavy patrols, but did not add to Tri-Tachyon list to prevent messing up any TT balance. As such, if you don't have NSO in your playthrough, you will likely need to the find the blueprint and make your own at this time.
Remade Harbinger NSO as skin, thanks to IonDragonX showing me how.

v0.2.4: Renamed Ghast to Ghoulie, since Ghast was on the 'already in use' list for an unreleased mod. Also added NSO's blueprint to the Nex start, since it has a blueprint now.

v0.2.3: Renamed three ship: Banshee to Bansidhe, Wight to Barrow, Ghoul to Ghast. Added Harbinger (NSO) with Phase Disruptor system. Added NSO blueprint with all current ships, instead of them just being rare_bp. Some minor tweaks, including working better with Nexerelin random start ships.

v0.2.2: Fixed spelling error, oops.

v0.2.1: Elbow grease and polish:
Minor polish update. Improved the Grim sprite to 'read' more as a phase ship with larger coils and smaller engines. Other minor tweaks to make the No Such Org design text look better/colorful.
Added Commission Crew support. Currently it grants a 10% discount to Supply cost of phase ships and a 20% discount for sensor profile of non-phase ships, might tweak those numbers if they need it.

v0.2: The Banshee foretells death:
Added new ship: Banshee Phase Light Cruiser.
Renamed mod folder to make it easier to locate for folks with oodles of mods. Shouldn't break saves *knock on wood*
Tweaked Nexerelin starts so that large combat start has banshee, dullahan and grim.
Tweaked Tri-tachyon so that they can now spawn Poltergeists wings, for the case of adding this mod to existing play-through.

v0.1: First public version, with
Ships: Poltergeist, Ghoul, Grim, Dullahan, Haunt, Pyre and Wight,
Hullmods: Phase Tuning - Lean, Phase Tuning - Rich, and Precision Bombardment (built-in only).
No Such Organization: Faction with Nexerelin diplomacy profile, quick start and star system with two populated planets, which should provide a steady stream of Phase Ship hulls for purchase.
Showcase Mission with the 6 current ships, plus fighter.
[close]

Credits and Thanks:
Nia Tahl: Inspired to actually try modding after how comfortable the Percale flew. Highly recommend! Also copied ScalarTech showcase mission (such a good idea). Thanks you very much!
PureTilt: Credit for the basis of Precision Bombardment hullmod. Thank you!
IonDragonX: Thanks for showing me how to make a skin.
Sundog: Thanks for letting me base my armor regen hullmod on yours!
Tartiflette: Thank you for Magic Lib!
Wispborne: Thank you for maintaining Mag Lib :)
Histidine: Thank you for Nexerelin!
Unofficial Discord: Comments, recommendations and advice. Thanks.
Forums and Wiki: So very much information freely offered. At my peak, I think I had literally 200 browser tabs open to try to cross reference so much of the information that the community has authored. Thank you!
Thank you Alex and the rest of the StarSector team for the great game!

If there is interest, I might try to kitbash some more phase ships to fill out more roles, but mostly wanted to see if I could make enough ships to run a phase-only play-through a bit easier/more fun. The balance isn't quite there yet and the credit prices are mostly just suggestions at this point.  Feedback and interest welcome but patience and reasonable expectations asked. :)

Thank you!
« Last Edit: May 21, 2023, 07:16:47 PM by Kayse »
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IonDragonX

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Re: [0.95a] No Such Org - Phase Ship kitbashes
« Reply #1 on: May 30, 2021, 08:31:08 PM »

Noice. Just for everyone's information; phase fleet play probably want to use the mod below to make stealth runs.

Smugglers' Tricks by Morrow

By changing Sensor Array hacking, your stealth runs become a lot more logical & successful. (No more beating your head against the Atzlan Comm Relay)
« Last Edit: May 31, 2021, 07:30:48 AM by IonDragonX »
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Arcagnello

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Re: [0.95a] No Such Org - Phase Ship kitbashes
« Reply #2 on: May 31, 2021, 02:35:43 AM »

Every time I'm ready to play Starsector one more vanilla expansion mod comes along and I got to comment on it and install it  ;D

Questions:
1) Can I install it on an already in-progress campaign without Nex?
2) Does the faction still have planets and a faction profile without Nex?

These look amazing! Thank you!

Edit: I just noticed this is your first post on the Forum! Welcome aboard fellow Starfarer!
« Last Edit: May 31, 2021, 04:40:00 AM by Arcagnello »
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes
« Reply #3 on: May 31, 2021, 05:31:20 AM »

Noice. Just for everyone's information: phase fleet play probably want to use the mod; to make stealth runs.
Thanks! Phase-only fleets is the niche these ships are meant to make easier, hopefully they assist folks.

Every time I'm ready to play Starsector one more vanilla expansion mod comes along and I got to comment on it and install it  ;D

Questions:
1) Can I install it on an already in-progress campaign without Nex?
2) Does the faction still have planets and a faction profile without Nex?

These look amazing! Thank you!

Edit: I just noticed this is your first post on the Forum! Welcome aboard fellow Starfarer!

Answers:
1) It is my intent that this should work just fine without Nex/added to an in-progress campaign. The new ships might be a bit harder to find but should be around. The Ghoul, Pyre and Wight were added to the High Tech blueprint list so should be relatively easy to find/build, the others are rare blueprints so only drop by themselves at the moment. Additionally, all No Such Org ships should spawn in Tri-tachyon markets, due to the close relationship between Tri-Tachyon and NSO. The Poltergeist fighters might not spawn often without the NSO faction, but I can add them to Tri-tachyon as well for future updates.
2) The NSO planets and faction profile still spawn without Nex (just double checked).

I'm glad you like it so far and you're welcome. :) If you have any issues/bugs, please let me know.

I've been playing off and on for years, finally decides that I had something worth saying on the forums. :)
« Last Edit: May 31, 2021, 01:50:54 PM by Kayse »
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Arcagnello

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Re: [0.95a] No Such Org - Phase Ship kitbashes
« Reply #4 on: May 31, 2021, 06:43:18 AM »

Very nice! Thank you for being so thorough while constructing the mod!

Very small nitpick: I suggest you name the actual mod file No Such Org instead of Kayse Phase Ships. People might get confused when they look at their mod folders and can't find this mod, especially if they're vanilla flavour mod hoarders enjoyers like me with a mod folder that looks like this most of the time!



I swear on all that Ludd likes that I will eventually write some feedback about the content this mod introduces. The crowded envirorment will make it take a while tough  :P
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction
« Reply #5 on: May 31, 2021, 01:46:00 PM »

Re: IonDragonX: Very good mod idea on the Sensor Array hacking, I might give it try on my next play through.

Re: Arcagnello: Good catch, I have renamed the v0.2 of the file to be a bit clearer (shouldn't break saves since the underlying ids are unchanged, but would recommend removing the old folder just to prevent the game from potentially getting confused).

Everyone: Added a combat phase ship, the light cruiser Banshee. It's not meant to be a powerhouse like the Doom (one Doom design is plenty, thank you), but rather something that can bully destroyers and smaller. It can briefly duel other cruisers, but expect to bleed armor in prolonged exchanges.
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Arcagnello

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2
« Reply #6 on: May 31, 2021, 02:11:37 PM »

Woo I am looking forward to taking that bad boy for a spin around the Sector in my future campaigns!

Edit: I've installed the mod mid-campaign and it works just fine, the Faction profile shows too but as you said the planets were not generated!
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.1
« Reply #7 on: June 03, 2021, 08:21:36 PM »

Hope you enjoy it, Arcagnello. :)

Updated with a minor polish release, v0.2.1.
Grim sprite improved. The coils are actually big enough to see without a magnifying glass, engines are a smaller.
Also added Commissioned Crews support, after slight badgering from TechPriest on the Discord.

The idea is that by standardizing the fleet around phase ships, phase ships might become marginally cheaper to maintain in supplies. Economy of scale, at a fleet level.

Might tweak the numbers if needed. Might lighten the colors if that's hard to see on other's screens.

Pushed a quick v0.2.2 to fix a spelling error. Oops.
« Last Edit: June 03, 2021, 08:43:51 PM by Kayse »
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dcong89

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #8 on: June 04, 2021, 05:14:12 AM »

save crash everytime updated this mod....
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Arcagnello

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #9 on: June 04, 2021, 07:23:27 AM »

Woo, getting this new update now :)
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #10 on: June 04, 2021, 11:36:56 AM »

save crash everytime updated this mod....
Hmm, I just now cleared my mod and tried it from the download link, no crashes when I started up the game, logged into a campaign nor when I saved. I don't think recreate the issue without more information.

Just to rule out some simple stuff, you should only use one layer of "No Such Org - Phase Ships" folders from the zip; depending on which tool you use to unzip the file, it might make a "No Such Org - Phase Ships\No Such Org - Phase Ships\data\..." type structure (which is too many layers for Starsector). You should be able to go from Starsector to mods to No Such Org to data, each being a single layer of files. For me, my path to the data folder is: "D:\Program Files (x86)\Fractal Softworks\Starsector\mods\No Such Org - Phase Ships\data", but it may vary for you depending on your Starsector installation directory.

Secondly, did you delete the old mod folder when you updated the mod? It might have been called "No Such Org - Phase Ships" or "Kayse Phase Ships" depending on which version you had previously.

Finally, does the crash give an error or starsector.log which might point out why it was crashing?

I'm sorry that it wasn't working for you. :/
« Last Edit: June 04, 2021, 11:41:49 AM by Kayse »
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #11 on: June 04, 2021, 11:48:00 AM »

great mod, one nitpick though

Spoiler
[close]

I think you used hue/saturation adjustment to make these, fair enough I do that too, but I recommend that you copy things like the weapon mounts and the cockpit lights to a seperate layer before doing so to make sure those don't get tinted as well
Guilty as charged on the hue/saturation adjustment. I will try to separate mounts and lights to their own layers in the future (or when I update sprites in polish patches). I'm fairly weak at sprite art, so I'm trying to learn new techniques/processes to improve. Thank you for the tip. :)
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tomatopaste

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #12 on: June 05, 2021, 06:41:20 PM »

fyi, Ghoul, Wight and Banshee are names that are already in use by other mods, so you'll have to find unique ones yourself.
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Kayse

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #13 on: June 05, 2021, 09:32:20 PM »

fyi, Ghoul, Wight and Banshee are names that are already in use by other mods,
Thank you for letting me know (and I mean that honestly). I wasn't aware of the magic Google Sheet with all of the previously used names until just now.
so you'll have to find unique ones yourself.
With all due respect, but I really don't have to. I will avoid using vanilla ship names (of course). My ship IDs have a mod specific prefix on the ship IDs to prevent any ID collision issues (of course), if someone were to load up two mods with "Ghoul" hulls. In the real world, there were two ships HMS Vampire, two ships HMAS Vampire; good ship names get reused.

Hmm,
X-Flu (which is on the magic sheet for Ghoul) hasn't updated since 0.8.1. Plus Yui-chan on Discord is working on a Ghoul.
Neutrino Corp hasn't updated since 0.9.1 although it looks like you are taking over for the mod (congratulations and good luck!). Maybe you could have simply asked instead of ordering me to change names.
Vayra has reserved Wight for a fighter for an unreleased commonwealth mod, plus Yui-chan on Discord is working on a Wight.

I will think on this and see if I have any better solutions. I might go with variants spellings, but don't want to commit to anything rashly and have to change course yet again.
« Last Edit: June 05, 2021, 09:48:37 PM by Kayse »
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Yunru

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Re: [0.95a] No Such Org - Phase Ship kitbashes and minor faction v0.2.2
« Reply #14 on: June 06, 2021, 01:09:47 AM »

so you'll have to find unique ones yourself.
With all due respect, but I really don't have to. I will avoid using vanilla ship names (of course).
I am of a similar opine, although I do feel it also depends on a case by case basis. The more other characteristics two ships share (like tech level or hull size), the more confusing them having the same name would be.
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