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Author Topic: [0.95a] Junk Yard Dogs - V0.90.b - 12/03/21  (Read 10087 times)

Dazs

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[0.95a] Junk Yard Dogs - V0.90.b - 12/03/21
« on: October 14, 2021, 03:48:20 PM »

Junk Yard Dogs

A faction mod that focuses on exploration, mining, scrapping and survey.
Includes 29 faction ships, 9 HVB's tied into the faction's lore and 9 new pirate ships to go with them, a new system full of wrecked ships and plenty of salvage, 9 new hull mods, 7 new weapons, 8 new wings and a faction colony structure.(all categorized and can be seen below)

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Nexerelin and it's dependencies required

Mod integrations:
Commissioned crews
Starship Legends
Industrial Evolution
New Beginnings
Vayra's Sector Bounty system
Bounties Expanded compatible


Frigates

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Destroyers

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Cruisers

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Heavy Cruisers

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Capital Ships

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Weapons & Wings

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Pirate Hulls: Technical information and identification redacted

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Hull mods and Planetary Industry

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Faction Lore

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The Junk Yard Dogs are comprised of working class independent miners that provide many raw materials for the core worlds through the mining and other work facilities built in the various asteroid belts across the sector. With pirates and other outlaw factions strategically attacking their initial low quality civilian ships and stealing their cargo and other supplies, they banded together and started commissioning their own designs from the Independent ship yards. After months of piecemeal fighting, the Independents formed a temporary alliance with their major buyers, Tri-Tachyon and the Hegemony, to eliminate their common threat.

The unlikely combined forces were able to track down the pirate base of operations in the Dogstar system. The battle was long and extensive, resulting in wrecks and scrap debris scattered across the system. Dogstar was granted to the newly formed JYD as a neutral buffer as it was located between both faction's space. They have set up their base of operations in the system taking over the former pirate planet Junkyard and using it as combination base of operations, smelting and ship-building repair service and resale. Their fleet is primarily comprised of carriers and support craft in a mix of Low Tech and Midline all focused on deep space exploration and exploitation.

They are allied with the Independents and have a close working relationship with Tri-Tachyon but their forays into automated mining has made the other factions suspicious and the Hegemony concerned.
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Mod technical vision and commissioned crews support

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  • Each ship has pre-installed mining or borer drones to assist with mining and provide a little extra PD support. The ballistic weapons, fighters and missiles all increase your mining stats. The utility ships increase your mining and are equipped with both survey and salvage mods to consolidate fleet usage.
  • The ship load outs are flexible in order to take advantage of this and to give players more options. Low tech designs have all composite slots so they can have a missile or a ballistic weapon in each one. Midline ships have hybrid (Energy/Ballistic) or synergy (energy/missile). They are designed to be durable with good hulls and armor but lower shields and fewer medium/large mounts for small mounts.
  • The added system is literally a bit of a junk yard. There are salvage areas, wrecked ships, supplies, weapons and some blueprints floating around Dogstar. Nothing too much, just enough to reward exploring. There is also a pirate planet with a strong battlestation so the faction fleets are always fighting them thus adding more wrecks and salvage. There are two asteroid rings and different types of planets for mining. 
  • The commission from crews adds a flat +20 armor bonus, maybe a bit op for the smaller ships but it would allow better wolf pack tactics which is on brand. It also lowers the replacement time of fighters and drones. I felt this hull mod was in line with the faction being mainly carrier centric and mining causes a lot of damage so the armor would mitigate that somewhat.
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My journey and vision

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I grew up reading science fiction from Heinlien, Azomov, Clarke, Banks and many others. I like both the space opera as well as hard science fiction. For a more recent example: The gritty well told stories of the Expanse versus the fun romps like Firefly.

I always envisioned the Independent faction as a hard scrabble lot that are taken advantage of by the other factions. I made this faction focused on building themselves on mining, scrapping and exploration rather than combat as a means of leveling. I added every type of ship I thought needed to form a fleet comprised solely from this faction.

The ships are designed with Nexerelin's mining mini-mod in mind and are able to better focus on the mining and exploration aspects of the game while also being able to take a punch without being overpowered (I hope). They are a mix of low tech and midline but the overall aesthetic I went for is a lived in quality that would reflect the hardscrabble life of a scrapper/miner. Every weapon, fighter and most ships have added mining strength. Their mining strengths will show up on the list when you ask while mining a planet or asteroid.

As a side note, I added some Easter eggs around Dogstar for a little tongue in cheek fun so I hope you enjoy exploring the system.
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Sources and Credits

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The mod runs fine and tested alongside multiple other mods. However, I have no experience with Java and wound up writing this in Notepad++ The last time I coded anything was a Lunar Lander clone on my Ti-99 4/a back in the 80's. :) I learned how to make this mod by a combination of going over all the online tutorials (sadly most are outdated), the templates hosted on the discord channel but mainly by reviewing the Java Script in every mod I play and piecing together how it all fits together. I have learned a lot from the varying styles used by the different modders and I now have mad respect for the work they have put in.

NOTE: If I have accidently plagiarized anyone's creative work it is not on purpose as I used a lot of code as examples to make my own. If any other mod author finds things that they believe are theirs please let me know and I will remove, give direct credit or rework it.  I will work on formatting the mod as I learn more

Sources

All the ship, weapon and pirate portrait sprites were initially taken from the forum page, Spiral Arms II https://fractalsoftworks.com/forum/index.php?topic=12896.0 and kitbashed, adapted and resized as needed and re-colored to have a more gritty lived in feel by me. I would like to personally thank all the contributors to that thread for their generosity and artwork. If you have not been there, I recommend you do if just for the great artwork.

The logo and associated graphics are free assets from the site Vectorportal.com.

The faction portraits I use are free to use assets from the visual novel Infinite Stars https://infinitestars.itch.io/ an interesting experience if you are unfamiliar I recommend it. Four additional portraits are from OpenGameArt.org.

Credits

A special thank you goes to Timid, formerly known as Techpriest, for allowing me permission to modify their code to make the faction hull mod.
Testers: IonDragonX, Deageon, 6chad.noirlee9, Arthur_The_Ok, Scamper and exuvo  - Thank you all for your input and patience as I learn to code Java
Alex for his hard work making this game and keeping it up to date all these years
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Changelog

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v0.9b
   -A small patch to address an issue when using the mod with Linux - TY exuvo for the heads up!

v0.9a - oopsie edition
   -Woke up in the middle of the night and realized I had not added the Fetching to the JYD market - fixed
   -While I was there, I saw I had not added the two new drones from v0.80 to the market either - fixed
   -Also while at the market I realized I had way undervalued the Courageous - increased from 20,000 to 200,000

v0.9
   -Changed every script that uses Hash Maps to use a unique name
   -Added FIGHTER to the applicable Hash Map for CHM_JYD to fix a rare occurrence crash - TY ALEX for helping with that!
   -Fixed the misaligned engine graphics on the Troublesome and replaced the Borer drone with a Termite drone
   -Fixed the missing engine exhaust on the Trusty
   -Fixed the misaligned engines on the Continental - TY CrimsonPhalanx for pointing it out and grats on capturing one!   
   -Added the Industrious and the Commanding to the Industry Evolution white list for reverse engineering
   -Changed the description for the Loyal and the Botfly since the Botfly is no longer exclusive to the Loyal
   -Removed some Hiver assets I accidentaly misplaced in the JYD files when I was designing that faction
   -Changed the Intense ship system from flare launcher to ammo feeder
   -Lowered the speed increase for the hull mod "Brawler Missiles" from 80% to 50%.
   -Reduced the damage of the Armored MRM from 800 per missile to 600 and speed down to 250 to compensate for the extra armor. - Was a bit OP for a medium missile compared to other MRM's
   -Added a new mid-line heavy cruiser - The Fetching, a dedicated missile cruiser featuring four built in Gnat support drones, expanded missile racks and an auto forge. Able to mount 2 small and 4 medium missiles.

v0.85 Savegame compatible - Dogstar changes requires new game start to take effect
   -Fixed a misaligned small turret on the Smart, increased the burn to 7, replaced the mining drones with Mosquito drones and upgraded a front turret from small to medium
   -Increased the OP on the Exuberant to 60 to be more in line with a destroyer sized tanker
   -Added High Resolution Sensors to the Industrious as it is a speculation/exploration themed ship
   -Widened the forward facing weapon arcs on the Spirited to 25 degrees
   -Added new campaign game start option "Super Ship"
   -Replaced campaign game start "Combat Large" option with "Large Explorer" which is more "on brand" with JYD lore
   -Finally figured out why the Loyal was so bloated and it is now properly Cruiser sized
   -Increased the crew capacity of the Loyal
   -Increased the ammo of the Drill SRM to 28
   -Reduced the range of the Drill LRM to 9000 and increased the missile speed to 175 and projectile HP to 60
   -Increased the impact of the Armored MRM to 15 and ammo count to 20
   -Added 1 impact to the drone gun
   -Added a front shield to the Botfly drone and the mass to 18
   -Reduced the armor and HP of the termite drone - it was a little too OP for a Borer replacement
   -Increased the armor of the Heavy Drone to 325 and the mass to 110
   -Added a new JYD exclusive Hull Mod - Fetch Decks - JYD loves their fighters and with this mod you can launch them 2500 farther and replace them 10% faster
   -Added a new JTD exclusive Hull Mod - PD pep - Add some extra pew pew to point defence, this mod increases the range all PD weapons by 50%
   -Removed art assets from when Ore Refinery was part of this mod
   -Added Fuel as a commodity generated by the Workshop Industry and slightly increased it's upkeep
   -Adjusted the LRM graphics to show 3 missiles firing and removed the under image that made it look wonky
   -The following require a new game start:
   -Reworked the economy in Dogstar. JYD is now much more self sufficient and has improved patrol fleets
   -Added a military market to the planet Scrapyard
   -JYD ship offerings at Dogstar markets and military markets are now more varied and with less dmods
   -Improved the pirate planet El Dorado in Dogstar to be more of a threat
   -JYD now pays out double for AI cores
   -JYD AI officers are now more skilled in fighter operations

v0.80 - Drone overhaul
   -Increased the crew requirements for the Mite interceptor and the Tick Fighter to be more in-line with similar wings
   -Added 2 new drones:
      Termite (Borer replacement)and Mosquito(Mining Drone replacement). Both are similar to their vanilla replacements except they are armed with ballistic mining weapons and have a longer engagement range
   -Added the new drones to the list of ships with mining strength. Matched the base value of the Mining drone (Mosquito) and increased the Borer drone (Termite) to 0.1
   -Adjusted the Drone gun used on the drone wings to have a shorter range, lower damage, lower energy cost and changed the damage type to Kinetic (Anti-Shield)
   -Adjusted the Spirited Drone Tender to carry the new mining drones and increased the OP from 85 to 91
   -Replaced the Spirited's Standard Variant's 2 Breach SRM missiles with JYD missiles and the Assault Chaingun with the Mining Recoiless Blaster
   -Replaced 3 of the Industrious's built in gnat Drones with the new Termite Drone
   -Replaced the Short Drone Tender's built in Borer and Mining Drone wings with the new drone wings and increased it's OP from 24 to 29
   -Replaced 2 of the Loyal Drone tender's built in Botfly wings with 1 Heavy Drone Wing, the 2 ballistic front weapons with Drill LRM missiles, widened all weapon arcs and added the Missile Autoforge
   -Added a drone gun mount to the Botfly Drone, increased the HP and armor and reduced the Wing count from 2 to 1
   -Widened the weapon arcs on the Gnat drone
   -Replaced the two mining lasers on the Tick with Light Machine Guns
   -Replaced the rear mounted ballistic weapon on the Heavy Drone to the Asteroid Breaker PD and widened the firing arcs of all mounts
   -Added a second drone gun mount to the Botfly and widened the weapon arcs
   -Increased the turn speed on the Asteroid Breaker PD from 55 to 75
   -Increased the mining strength of all JYD weapons slightly
   -The Loyal, Smart, Intelligent, Adorable, Short, Cute, Lean, Spirited, Happy, and Irksome ship hulls are now available for sale at Independent markets
   -Changed the faction flag to be more colorful
   -Fixed the faction crest

V0.75
   -Replaced the AMSRM missile on the Cute Variant with a JYD missile - Ty Necrodart for your report
   -Increased the OP on the Lean and increase it's variant's flux venting and capacity
   -Increased the OP on the Splendid and increased it's variant's flux venting and capacity
   -Widened the weapon arcs on several ships to give better coverage

v0.7
   -Added color to the faction's assets when you colonize a planet or claim an asset
   -Added a full blueprint package when you start a new game as JYD 
      NOTE: requires either a new game start to have it appear in your inventory or type additem jyd_package using console commands
   -Readjusted several ships standard load outs to be more efficient
   -Fixed a mistake with the Commanding not having a full load out in AI fleets
   -Lowered the probability that a JYD ship will shatter on being destroyed
   -Added several modifications to JYD ship behaviour in combat that allows them to act more intelligently

v0.65 *Many changes - Not save game compatible*
   -Adjusted the Lively's, Industrious' and the Troublesome's graphics to have sharper clarity
   -Touched up the Gambler's graphics to not be so monochrome
   -Adjusted the tones on the Adorable graphics to give better contrast
   -Added 2 new male and 2 new female portraits from OpenGameArt.org. To help prevent doubles in the faction. They are the closest I could find to the previous set.
   -Added ten Tips for the title screen from one of my favorite SF authors.
   -Enabled all JYD portraits to be chosen at player creation
   -Enabled all JYD ships to appear on the title screen
   -Enabled all JYD ships to be chosen as simulation opponents on the refit screen
   -Adjusted mining strength to all JYD ships and added 5 ships to the list
   -Added a Standard load out to all JYD ships when refitting
   -Assigned weapon groups to all JYD ship variants
   -Adjusted several ships weapon arcs, placements and types to be more in line with the JYD standard
   -Added 3 small weapon mounts to the Smart to increases it's PD coverage
   -Changed 2 weapon mounts on the Smart from medium to large to be more in line with other capital class ships
   -Added High Resolution Sensors to the Sharp as it is a distant cousin to the Apogee :)
   -Added High Resolution Sensors to the Smart which is billed as an exploration rig and has that large antenna on it's hull.

v0.6
   -Corrected several more syntax errors - TY to IonDragonX for your critical eye!
   -Fixed the supplies/mo of the Exuberant to be in line with a destroyer's usage - TY Scamper
   -Added a new ship: The Commanding was designed for JYD's fleet admirals to oversee all aspects of management.
      Bordering between a utility carrier and a heavy cruiser it can pack a punch, carry a fighter escort and have the capacity to salvage the wrecks in it's wake.
   -Reworked the Dogstar system *Note the following changes will only show on a new game start. Previous saves already have the sector locked in to the old version generation.*
      Moved the inner asteroid ring so as not to collide with other system assets.
      Added a magnetic field effect around the inner asteroid belt for a little pizazz.
      Changed several system planet types to be more realistic - TY again to IonDragonX for being logical. :)
      Enriched the uninhabited planets with more ore and volatiles for better mining results.
      Added four JYD ships wrecked around the planet Scrapyard and several unspecified number of battered ships to salvage around the system to give a new player options on building an initial fleet or salvaging for supplies.
      Added two asteroid fields to the system


v0.55
   -Fixed the Combat Adjustment hullmod to now only work on ships with wings and changed it's icon.
   -Cleaned up some sprites
   -Corrected some spelling errors in descriptions and other text. - Please let me know if you spot more!
   -Added 6 new modified icons from Vectorstock.com
   -Added 5 new utility style hullmods
      Cargo Carver: Reduces ship hull and adds cargo room
      Brawler Missiles: Reduces missile range and increases missile speed
      Far Sight: Increases visual and sensor range
      Burn Boost: Adds 1 burn for increased fuel use
      Auxiliary Sensor Booster: Minor sensor range increase for low OP cost

v0.5   *Save game compatible only if you also install the mod Ore Refinery*
   -Removed the Mineral Forge ability and made it it's own utility mod "Ore Refinery"

v0.45
   -Added a new Hullmod "Combat Adjustment" that removes 1 fighter bay and gives 20 armor and 5 flux cap and 5 flux gen.
      I made this for people who want to use this mod's ships but do not care for having so many drones and would rather had a more hardy ship.
      It is still a work in process because it will apply to any ship and I cannot seem to figure out how to have it only apply to ships with built in wings but I figured I'd release it as is for now so I can get this patch out.
   -New mining utility ship the Industrious. A cruiser sized vessel with a high mining score pre-equipped with solar shielding, 2 long range kinetic drills, 2 heavy drones and 4 gnat support drones as well as salvage and survey modules.
      TY to IonDragonX for his suggestions.
   -Added two new drones: The gnat is a cheap support drone armed with 2 mining lasers and not much else. The Heavy Drone is an armored gunship sized drone equipped with armoured weapon mounts and a weapon repair system.
      Armed with 2 drone guns, 1 drill srm and 1 shard anti-fighter swarmer.
   -Adjusted the mining recoiless blaster to the proper DPS. - TY Scamper for the bug report
   -Adjusted the Armored MRM and the DRill SRM to correctly fire in volleys of 4. - Yet another TY to Scamper for finding the bug.
   -Adjusted the Intelligent freighter which was incorrectly classified as a frigate when it is a destroyer sized vessel. Fixed the classification and increased the OP from 35 to 50. - Scamper the bug hunter gets yet another TY!
   -Removed fuel production from the Workshop industry to better balance it's revenue stream.

v0.4a
   -Hotfixed an issue with the Sharp Battlecruiser. Thanks to Scamper for the bug hunt!

v04

   -Added a new custom commodity, Platinum.
   -Added new toggle ability,Mineral Forging. Once activated it will refine 100 ore and 1 heavy machinery in you inventory and in return give 6 Platinum until the inventory is out of source material.
      It is an optional feature but I always hated having to toss away ore in my inventory to make room as it sold for so little. What this does is "refine" the ore and produces a smaller inventory footprint item for roughly the same value.
      The ability is increased for every salvage gantry in your fleet and also gets a bump if you have a nanoforge in you inventory.
   -Added two new portraits to the faction
   -Condensed the file structure of the mod to be more effecient

v0.35a

   -Small hotfix to add compatibility with the mod "Bounties Expanded" - Thank you Deageon for pointing that out.

v0.35
   -Changed the faction Base and UI colors. The former colors were too close to other factions.
   -Changed the Botfly drone's availability from exclusive to the Loyal to a rare chance of showing up in a JYD store.
   -Cleaned up Wings.CSV to properly show the Flea as a bomber and the Tick as a fighter.
   -Adjusted several ship sprites to remove perceived weapon hardpoints - Thank you 6chad.noirlee9 for pointing that out.
   -Added 2 small turrets to the Exuberant and increased OP by 5.
   -Added 2 small turrets to the Knowledgeable and increased OP by 10.
   -Replaced the model for Courageous to a more midline looking heavy carrier.
   -Changed the image on the main page for Heavy Cruisers to reflect the above change.
   -Fixed an error regarding the marketplace - thank you to Arthur_The_Ok for pointing it out.

v0.3 *Because pirates*
   -Added integration with Varya's sector Bounty system. JYD is now able to be targeted by bounty hunters from factions the player upsets.
   -Added 8 unique bounties belonging to the scattered officers of the Brown pirate clan. The bounties are separated by increasing difficulty levels starting at Enemy level 15 and ending at level 40.
    Each bounty features a custom made pirate ship including the Flagship of Pirate Lord nemesis of the Junk Yard Dogs. Note: Varya's sector MOD required to take advantage of these bounties.
   - 7 new ship hulls added to the pirate_bp and 1 new ship added to the rare_bp. They pirate blueprint ships are set to appear rarely in random pirate fleets. 
     Note: Varya's mod not needed to have them appear.
   -Reviewed all ship loadouts, making any adjustments as needed and cleaned up the code some more.
   
v0.25   
   - Added faction description on the Intel screen
   - Added JYD Wings and Weapons blueprint package being added to player inventory on new game start.
   - Added JYD ship whitelist to integrate with the mod New Beginnings. If you use that mod then you now have a chance to respawn with JYD ships.
   - Added Starship Legends mod integration. You will now see low to mid level JYD ships as bar events regardless of player faction and high value LYD ship if you are a member of JYD.
   - Added Whitelist of JYD ships for Industrial Evolution mod integration.

v0.2 *Not save game compatible*
   - Renamed all "Dog" ship names to not conflict with other mods that use similar naming conventions.
   - Updated the descriptions in game and the graphics for the forum post to better reflect the new names.
   - Cleaned up the code by deleting some redundant lines and making all the assets comply with a standard prefix.
   - Loyal (formerly Terrier) Drone Carrier deployment point increased to 18 to reflect it's heavy cruiser equivalency.
   - Fixed the Asteroid Breaker Weapon to properly animate
   - Added 60 new unique names for JYD ships inspired by Iian M Banks Culture series ships having tongue in cheek names, I hope you enjoy dad jokes :)
   
v0.1
   - Initial release for review, testing and constructive criticism.

   
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« Last Edit: December 03, 2021, 02:11:35 AM by Dazs »
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IonDragonX

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One of the earliest modders already did that. He called it P.A.C.K.
https://fractalsoftworks.com/forum/index.php?topic=161.0
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Dazs

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Thank you for pointing that out, I looked it over and the only thing that I found similar are the naming conventions. If Mendonca feels I have infringed on his work I will of course defer to his mod having been released earlier and rethink my naming.

Deageon

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ED Shipyards also has dog-themed names you should check against, but I like the look of the ships!
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Dazs

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OK sorry thanks for the info and the kind words on the ships. I could only check against .95a mods but as I use a unique prefix there should be no internal issues which would conflict crash the game.  I am not married to the names, it was just a fancy of mine at the time. I'll look into reworking them to another theme. It'll take a bit to cross check the references through the mod so I'll keep the current version up for for testing for now unless one of the mod authors has an issue then I'll take it down until I have the rework.

Dazs

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OK It took some doing and I agree that having similar names as other mod authors could be confusing//infringing. I changed all references to those names and replaced them. I kept it in the dog realm though by using traits that dogs are generally known for. See the changelog for more info and thank you for taking the time to point out that issue.

IonDragonX

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OK sorry thanks for the info and the kind words on the ships. I could only check against .95a mods but as I use a unique prefix there should be no internal issues which would conflict crash the game.  I am not married to the names, it was just a fancy of mine at the time. I'll look into reworking them to another theme. It'll take a bit to cross check the references through the mod so I'll keep the current version up for for testing for now unless one of the mod authors has an issue then I'll take it down until I have the rework.
I doubt that anyone's actually going to fight over names. We usually have good community. This link will show the unofficial name database.
https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=0
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Dazs

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 I 100% agree about this community. I have been playing Starsector for years and always wanted to dip my toe into the modding scene and finally took the plunge. I scrapped several ideas for renaming due to conflicts but the one I settled on has none that I can find.

6chad.noirlee9

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hey the link is sayin i have to request access?
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Dazs

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Oppsie my mistake, sorry about that, I changed the link to be open. This is the first time I've used google drive to host a file so please let me know if it is still an issue and I'll get right on it.

Also, added several mod integrations today V 0.25
« Last Edit: October 16, 2021, 04:19:40 PM by Dazs »
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6chad.noirlee9

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Did you use the tech priest mod amogus as a template?
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Dazs

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I did ask on the Amongus posting but Techpriest never responded and there is still no link to a download on that page. As far as I know Amonus is just another of Techpriest prank posts like Armored Shell or VS sector. Though I do use a mashup of Techpriest's code for my commissioned crews as it is stated as open source and free to use. Getting those two hullmods meagered was quite a chore but I had a vision so yea.

I started learning with Varya's tutorial https://fractalsoftworks.com/forum/index.php?topic=14905.0 and it was helpful and I have mad respect for her but it was outdated. I then found a template from Tomatopaste on Discord but that was outdated as well. I tried to use two different compliers they recommend on Discord but I kept getting lost, I am no coder.  From there I just looked over every major faction mod and the ones I could see past the .JAR files, some of them are inaccessible by Notepad++ (the app I used). I did use Deathfly's update on Tryobots ship builder and I that made ship build so much easer. Much love for all the people involved with making that.

I then studied each playable faction author's mods  and found many varying styles on how they code to get the same results. I picked the styles that made sense and used them as my guide to every step in the process. There are several files involved in making a faction and each effects different aspects of the game. If you look at my code a trained eye would see the differences. I just kept banging at it until I could get it all to work, roughly 30 hours for the first draft I posted.

TLDR I know, but I figured I'd give you some idea if you were attempting to make a mod yourself.

6chad.noirlee9

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thanks for the heads up; i looked into doing it a while back and it seemed like it would be too much for me to undertake at the time.
at some point i would definitely like to make a faction: perhaps when it becomes more feasible either from a walkthrough perspective or a personal time perspective i will get to
shoot ive been wanting to get a channel on youtube going for a while now but i have so many different projects goin on i just havent been able to make the time
making a faction would come after getting a channel up, theoretically


really like your faction both thematically and from a "the sector needs this" standpoint
i always felt like the exploration side of things could use a suite of ships that were entry level enough to get some of them early on while still being potent enough to hang on later stages, and from what i see your team here fits that niche nicely
job well done
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

6chad.noirlee9

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now that ive had the chance to see them up close the main critique i have to start with is you should clean up te sprites.  there are what looks like weapon mounts on them only you cant mount anything there

i will eventually have some balancing advice
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Dazs

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I would appreciate any balancing opinions. When you are writing all this code it is easy to get caught in the fishbowl. As to the sprites, I agree and it is one of my stated goals to learn to get better at it and polish them a bit. I just knocked out a major goal of mine in the bounty system update today and think I may just relax and actually play the game again for bit before opening up the hood lol.

I will check the post for your and anyone else's comments or concerns and again thank you trying it out.
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