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

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Author Topic: [0.98a] Aegis Combat System v0.5.0  (Read 14792 times)

BeyondTheHorizon

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[0.98a] Aegis Combat System v0.5.0
« on: December 26, 2022, 08:19:14 PM »

Aegis Combat System
Require LazyLib and MagicLib


Still using flak against missiles? MAGIC MUST DEFEAT MAGIC.gif! Here comes a weapon mod introducing area defense missiles that behave like the RIMs with the coordination under the Aegis Combat System of the US Navy instead of mindlessly wasting missiles around.

The original plan is to make a modern naval mod but I don't have the skill to make ship sprites so I release it as a weapon mod. The point is to share the idea of area defense missiles for Starsector so if you're a modder feel free to build your own stuff with my ai script.

Features:

  • AEGIS Baseline 10 hullmod and Radar Intercept Missiles.
  • Custom weapon and missile AI script to recreate the Aegis Combat System.
  • Killing one track with one bird. No more salvoing missiles even when there's only one incoming missile.
  • Layered area defense with SM3, SM6 and ESSM.
  • Intercept artillery shell with C-Dome.
  • Fighter wings.
  • Stealthy AGM-158C LARSM, datalink guided BGM-109 Block Va and more.

Changelog:
Spoiler
Version update v0.5.0:
Update mod to Starsector 0.98a
Embedded Aegis Combat System script in to the weapons, Aegis Combat System hullmod is no longer needed for the RIM missile to work!
Old Aegis Combat System hullmod is changed to AEGIS Baseline 10 hullmod with actual buffs
SM-6 is able to lock on to ship if air target is no longer available
Fix AAM of fighters not firing

Version update v0.4.0
Add F/A-18E/F and EA-18G Fighter Wings (see Fighter Wings section) (Sprite credit to Ilija)
Add CHAMP Missile, BGM-109B TASM, RGM-184A NSM and RGM-84 Harpoon
Sprite revamp for weapons, e.g. Phalanx CIWS, MK29 Launcher (Sprite credit to Ilija)
Change some of the RIM missiles to HE damage and add Blast Fragmentation Warhead effect with AOE fragmentation damage
Increase the rate of fire of RIM missiles
Slightly increase the range of short range RIM missiles to speed up the respond time
Increase the rate of fire of C-Dome

Hotfix update v0.3.0a
Fix CTD when using Electromagnetic Catapult Hullmod with fighters with no travel drive

Version update v0.3.0
Reworked Aegis Combat System code, now will acquire new target instead of self-destruct if current target is history, friendly ships won't target the same missile
Vertical Launch System (sprites credit to Mo Yan Yang Shang, basic script credit to Iryx)
Add new missiles, check the weapon section
Fix AI ship won't fire RIM
Fix RIM-116 SeaRam AI, it now acts similar to AAM of other mods

Version update v0.2.0
Update for Starsector 0.97a
Add C-Dome for intercepting artillery shells (projectile with >150 damage fired towards your ship)
Add BGM-109 Block Va datalink guided (your mouse cursor) cruise missile
Add contrail effect to missiles
New weapons sprites (Credit to Bloodbath)
Stats rework, especially on reload

Patch update v0.1.4
Fix intercept missiles of the same type may target the same incoming missile

Missiles will only be targeted by one missile from the same ship regardless of intercept missile type but still can be targeted by intercept missiles from different ships.

Increase missile manoeuvrability (expect SM-3 as I plan to make it into two phases, the first phase has lower acceleration, second has higher).

Adjust the minimum fire distance of intercept missiles if no other type of intercept missile with a shorter range on the ship, the minimum fire distance will reduce. For example, the minimum fire distance of SM-3 is 1300 if the ship is equipped with SM-6 and ESSM, 600 if there is ESSM only, 200 when there is no SM-6 and ESSM.

Patch v0.1.3
Update to Starsector 0.96 compatible.

Patch v0.1.2
Remove the unused mod dependence for hullmod which is causing the crash.

Patch v0.1.1
Fix Logger not found CTD for some players.
Minor stats/balance change

Release v0.1.0
[close]

Weapons:
Spoiler
  • RIM-161 SM3 (MEDIUM): 2000-1300 long-range kinetic warhead anti-missile/fighter missile
  • RIM-174 ERAM (MEDIUM): 1300-600 medium-long range HE/Frag anti-missile/fighter/ship missile
  • RIM-162 ESSM (MEDIUM): 600-100 medium-close range HE/Frag anti-missile/fighter missile
  • RIM-7 Sea Sparrow (SMALL): 550-0 close range HE/Frag anti-missile/fighter missile
  • RIM-116 SeaRam (SMALL): Point defense fragmentation anti-missile/fighter missile
  • Phalanx CIW (SMALL)
  • AGM-158C LARSM and RGM-184A NSM: Subsonic stealth anti-ship missile
  • Precision Strike Missile (PrSM): a cluster warhead anti shield missile
  • Conventional Prompt Strike (CPS) Missile: two-stage hypersonic missile
  • Hypersonic Attack Cruise Missile (HACM): just like its name
  • RUM-139 VLROC: two-stage anti phase rocket, torpedo warhead will phase when target phases and deal flux damage to phased target
  • CHAMP Missile: EMP missile dealing no conventional damage but flux damage and high AOE EMP damage
  • BGM-109B and BGM-109 Block V: Subsonic cruise missile with active radar (normal) and data-link (mouse pointer) guidance respectively
  • RGM-84 Harpoon: Subsonic swarm anti-ship missile
  • How to get them: Find the blueprint package or spawn with console command
[close]

Fighter Wings:
Spoiler
  • F/A-18E (CAP) AIM-120 Loadout (Support)
  • F/A-18E (Intercept) AIM-174B Loadout (Interceptor)
  • F/A-18F (ASuW, AGM-158A) AGM-158A JASSM Loadout (Fighter)
  • E/A-18G (SEAD) AGM-88G Loadout with Offensive ECM system (Fighter)
[close]

Image:
Spoiler







[close]

Credit:

LazyWizard for making LazyLib.

Tartiflette for making MagicLib.

Mo Yan Yang Shang for VLS sprites and Iryx for VLS base script for me to modify.

Bloodbath for weapon sprites.

Ilija for fighter, weapon and missile sprites

Missile movement and proximity fuse scripts are based on codes from Tartiflette's Diable Avionics mod.
« Last Edit: April 05, 2025, 06:11:38 AM by BeyondTheHorizon »
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Blasphedon

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Re: [0.95.1a] Aegis Combat System v0.1.0
« Reply #1 on: January 02, 2023, 07:45:15 AM »

whoever took the picture in CIC has some balls.
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Blasphedon

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Re: [0.95.1a] Aegis Combat System v0.1.0
« Reply #2 on: January 03, 2023, 03:08:23 AM »

got a crash on startup

crash code here
Spoiler
209808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/hullmods/AegisCombatSystem.java', Line 40, Column 15: Cannot determine simple type name "Logger"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/hullmods/AegisCombatSystem.java', Line 40, Column 15: Cannot determine simple type name "Logger"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5398)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
   at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1656)
   at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitFieldDeclaration(UnitCompiler.java:933)
   at org.codehaus.janino.Java$FieldDeclaration.accept(Java.java:1818)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.initializeInstanceVariablesAndInvokeInstanceIn itializers(UnitCompiler.java:6101)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2284)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:518)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]
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BeyondTheHorizon

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Re: [0.95.1a] Aegis Combat System v0.1.0
« Reply #3 on: January 05, 2023, 02:34:59 AM »

got a crash on startup

crash code here
Spoiler
209808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/hullmods/AegisCombatSystem.java', Line 40, Column 15: Cannot determine simple type name "Logger"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/hullmods/AegisCombatSystem.java', Line 40, Column 15: Cannot determine simple type name "Logger"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5398)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
   at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1656)
   at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitFieldDeclaration(UnitCompiler.java:933)
   at org.codehaus.janino.Java$FieldDeclaration.accept(Java.java:1818)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.initializeInstanceVariablesAndInvokeInstanceIn itializers(UnitCompiler.java:6101)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2284)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:518)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]
I've commented out the logger in v0.1.1, should work fine now.
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nekoworkshop

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Re: [0.95.1a] Aegis Combat System v0.1.1
« Reply #4 on: January 10, 2023, 09:08:03 PM »

Getting an error at startup. Already have the latest version of LazyLib and MagicLib

Spoiler
133129 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: 1 error(s) while compiling unit "data/hullmods/AegisCombatSystem.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: 1 error(s) while compiling unit "data/hullmods/AegisCombatSystem.java"
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:326)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]
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BeyondTheHorizon

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Re: [0.95.1a] Aegis Combat System v0.1.1
« Reply #5 on: January 10, 2023, 10:41:51 PM »

Getting an error at startup. Already have the latest version of LazyLib and MagicLib

Spoiler
133129 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: 1 error(s) while compiling unit "data/hullmods/AegisCombatSystem.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: 1 error(s) while compiling unit "data/hullmods/AegisCombatSystem.java"
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:326)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]
It should be fixed. Got your message on discord, thanks for reporting it.
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Derpsichore

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Re: [0.97a] Aegis Combat System v0.2.0
« Reply #6 on: March 26, 2024, 01:50:09 AM »

This is so sexy  ::) thank you Beyond!
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BeyondTheHorizon

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Re: [0.97a] Aegis Combat System v0.2.0
« Reply #7 on: March 28, 2024, 05:11:29 AM »

This is so sexy  ::) thank you Beyond!
Thanks, I'm glad you liked it.
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Helldiver

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Re: [0.97a] Aegis Combat System v0.2.0
« Reply #8 on: March 28, 2024, 06:36:25 PM »

Glad to see this updated, the special missile behaviors are cool. Interested to check how the shell intercept works.
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Afflictor bean plushie that glows purple when you squeeze it
30$

BeyondTheHorizon

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Re: [0.97a] Aegis Combat System v0.2.0
« Reply #9 on: May 25, 2024, 04:12:38 AM »

Glad to see this updated, the special missile behaviors are cool. Interested to check how the shell intercept works.
Hope you like the shell intercept missile, quite game changing imo.
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AdamLegend

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Re: [0.97a] Aegis Combat System v0.3.0
« Reply #10 on: August 03, 2024, 03:54:06 PM »

Thanks for the update. Gonna try these out now
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IGdood

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Re: [0.97a] Aegis Combat System v0.4.0
« Reply #11 on: December 01, 2024, 08:49:50 AM »

Will there be ships made specifically for this mod's weapons/fighters?
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BeyondTheHorizon

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Re: [0.97a] Aegis Combat System v0.4.0
« Reply #12 on: December 01, 2024, 05:45:51 PM »

Will there be ships made specifically for this mod's weapons/fighters?
If I can find someone to draw the sprites then sure, I want to make a dedicated faction mod. However, for ships, the style will stick to spaceships instead of recreating real world ships like the weapons and fighters. Maybe something like Halo and The Expand ships or nasa punk style will suit the modern stuffs.
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IGdood

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Re: [0.97a] Aegis Combat System v0.4.0
« Reply #13 on: December 08, 2024, 03:47:12 PM »

Will there be ships made specifically for this mod's weapons/fighters?
If I can find someone to draw the sprites then sure, I want to make a dedicated faction mod. However, for ships, the style will stick to spaceships instead of recreating real world ships like the weapons and fighters. Maybe something like Halo and The Expand ships or nasa punk style will suit the modern stuffs.

Hmmm
The weapons do fit well with the ships from Domain Reformed and Musashi
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BeyondTheHorizon

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Re: [0.97a] Aegis Combat System v0.4.0
« Reply #14 on: December 12, 2024, 06:02:34 AM »

Will there be ships made specifically for this mod's weapons/fighters?
If I can find someone to draw the sprites then sure, I want to make a dedicated faction mod. However, for ships, the style will stick to spaceships instead of recreating real world ships like the weapons and fighters. Maybe something like Halo and The Expand ships or nasa punk style will suit the modern stuffs.
Hmmm
The weapons do fit well with the ships from Domain Reformed and Musashi
Wow, there are so many mods that I've never heard of. Musashi ships look cool but it's more WW2 and focused on cannon. Domain Reformed ships just like the real world ships, I've tried making an arleigh burke just for testing my weapons, can't say the long and nimble ship works/fits well in Starsector. I'm looking for ships with similar style to Falling Frontier or Nebulous Fleet Command.
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