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Author Topic: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1  (Read 5073 times)

FunkyBacon

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[0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1
« on: June 21, 2023, 12:33:32 AM »

Stargate Ship And Weapon Pack

About the mod
This mod adds the well known ships and weapons from Stargate, with some extras not featured in the original show. Also portraits and flags.
Currently featuring the Ancients, Goa'uld, Ori, Replicators, Tau'ri, and Wraith.


Credits and thanks:
The incredible people behind the "Stargate Invasion" mod for Sins of a Solar Empire have graciously allowed me to convert their ship models for this mod. Please find their mod below:
https://github.com/StargateInvasion/SGI


Why did I create this mod?
A space game that doesn't have a Stargate mod? Can't have that. I also love the design of the Daedalus too much to not fly it. And if I add one ship, might as well add all of them and make it available to everyone, right?
It's probably my first time making a public mod for any game, and am still new to StarSector, so please excuse any roughness around the edges while I get the hang of things!


Regarding versioning:
Despite there still being a lot of things and tweaking to be done, I have decided to release early and start with V1.0.0 as starting with anything below that would mean it would almost certainly never reach V1.0.0 because there is always more to perfect.
Please let me know if you encounter any issues or have feedback!  :)


Requirements:
None as far as I am currently aware.


Save game compatability
Tested with Vanilla, you can add the mod at any time. Market updated immediately and going to a system next door had the Hegemony start using the Stargate ships already.
However, you can not remove the mod without starting a new game!


Changelog:
2023/06/21   V1.0.0   Initial release version.
2023/06/21   V1.0.1   Changed Ancient's Atropos, Caelus, Aurora ship shields from blue to red. More inline with what you'd see on the show.
2024/03/11   V1.1.0   Game Version + Balance update.
2024/03/13   V1.1.1   Fix for crash related to Wraith Cruiser WS0007


FAQ:
Spoiler
# How do I download this mod from Github?
I also hate their UI and I often forget how to download from there.
But click on the green button "<> Code" located above and to the right of the list of files, and then click on the "Download ZIP" button.


# Where can I find the ships?
The ships are flown and the weapons are used by the Hegemony and can be found in their markets. In addition you can find the ships as derelicts floating in space.
You can also craft all the ships and weapons yourself after obtaining the single Stargate Blueprint Package that you can discover the same way as all other blueprints.


# Is the mod compatible with other mods?
I can't promise it is compatible with all mods, but I've tentatively confirmed it works as intended with all of the following mods enabled at once:
-A new level of confidence 40 2.1
-Adjustable Automated Ships 1.0.1
-Combat Alarm Sounds 1.4
-Combat Chatter 1.13.2
-Console Commands 2023.5.05
-Fleet Action History 1.0.10
-Fleet Journal 1.0.8
-Hiver Swarm 1.08c
-Larger Zoom Out 1.1.0
-Lazylib 2.8
-Magiclib 1.1.2-rc01
-Nexerelin 0.11.0
-Planet Search 1.2.1
-Scan Those Gates 1.5.5
-The Star Federation 0.99-RC5

Please let me know if you encounter any compatability issues!


# I hate the Hegemony! I want another faction to use them instead! / I don't want any faction to use them!
Cool! You can easily transfer the ships/weapons to any other faction by editing the following files and changing the Hegemony tag to the faction of your choice, or removing the tag leaving only you able to fly the ships in the universe:
- weapon_data.csv
- ship_data.csv
- wing_data.csv


# Are the ships/weapons balanced compared to Vanilla?
I have tried to balance them somewhat but this is a very time intensive process and difficult thing to do. Especially for someone like myself who has only done a single campaign of StarSector and is not aware of the gazillion of possible ship builds out there.
Some ships, like the Ori's Deliverance, are intended to be exceptionally strong. These ships have a much higher deployment point cost in an attempt to compensate for this. Same goes for weapons like the Ancients' Drone launchers.
The balancing was done based on the "Elite" variants listed under Autofit, which are the intended fits for these ships. In addition the weapons have not been tested on Vanilla ships. I am aware that this means in 'unintended' scenarios they could possibly be completely broken one way or the other.
However, I have chosen to release the mod in a semi-finished state instead of tweaking it another million times before release to get feedback and allow myself to move onwards to the next steps for this mod meanwhile.
If you find something that you think is underpowered or overpowered, please let me know on the forum!


# What are the next steps mentioned above?
I intend to import more models for each of the factions, and have the individual stargate factions spawn separately as factions ingame!
Once the above has been realized I'll also split the factions into their own individual blueprint packages.
That said, I currently intend to have the Weapon and Ship pack, and the Faction implementation as two separate mods.
In addition, I also want to change the weapon models and weapon sounds.


# And when will that release be?
I have absolutely no idea! But I do know it's time for me to somewhat step away from games for a little bit and focus on my studies for my upcoming midterm exams.
Mini-updates to tweak weapons/ships aren't off the table however.


# The Daedalus' weapon layout makes it somewhat difficult to click on all the ballistic/missile slots in the front!
I am aware of this. Sadly the choices I am aware of is between an oversized Daedalus model ingame or a reduction in weapon slots moving ever further away from the series' model.
I intend to revisit this issue at some point in the future, but please let me know if you know another way to go about solving this!


# The Destiny/Seedship/Replicator Samantha/Ori Deliverance glow look silly!
These ships their sprites I'll have to put time into at some point, but they are ok-ish for now, on the to-do list.
[close]


Pictures:
Spoiler














[close]

>>> DOWNLOAD <<<


« Last Edit: March 12, 2024, 07:19:44 PM by FunkyBacon »
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Wojmistrz

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Re: [0.96a-RC10] Stargate Ship And Weapon Pack V1.0.0
« Reply #1 on: June 22, 2023, 09:30:44 AM »

I am fanboy of Stargate-SG1 and Stargate Atlantiss and I APPROVE THIS MOD <3 thanks! and keep working on this mod :)
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joe130794

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Re: [0.96a-RC10] Stargate Ship And Weapon Pack V1.0.0
« Reply #2 on: July 02, 2023, 04:40:54 AM »

Looks great, I did try and make one but in the end hit a limit of what I was able to do and it died after that. I was also doing it on a scale of 1m-1 pixel so ships were fairly large especially when I got to atlantis lmao. I used Swarmers as a drone launcher with a few modifications to spit out about 50 of them I think it was just as a bit of a joke.
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FunkyBacon

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Re: [0.96a-RC10] Stargate Ship And Weapon Pack V1.0.0
« Reply #3 on: July 05, 2023, 05:15:59 AM »

Looks great, I did try and make one but in the end hit a limit of what I was able to do and it died after that. I was also doing it on a scale of 1m-1 pixel so ships were fairly large especially when I got to atlantis lmao. I used Swarmers as a drone launcher with a few modifications to spit out about 50 of them I think it was just as a bit of a joke.

I think it was actually your mod that sparked mine! I was able to get your Daedalus into the game, and then it kinda snowballed into this entire thing ;D
Including requesting the assets from the SGI mod for SOASE haha.

Interestingly enough, I also used the Swarmers as the base for the Ancients' weapon! And then a screenshot of Orion's Drone is used for the model. Though I had to make it so small basically all detail is gone...

I was considering making the ships to scale somehow, but after finding out there are multiple sources with different ship sizes I gave up and am going entirely by feel / comparing to vanilla ships.  :-\


Haven't been able to play myself due to being busy, hopefully I can do a campaign and balance everything a bit better later this month or next month.


I am also split about whether I should make the ancients' drones ignore shields or not. They don't seem to care for Anubis's shields for example, but in the scene where the replicators took over atlantis, and then flying with the shielded puddle jumper it does show a shield effect on a near miss.
Don't think I remember ever seeing another scene of drones vs shielded ships. There was the Asuras battle but that only showed a few drone-volleys against wraith ships and one against a (likely damaged) replicator aurora-class ship IIRC.
« Last Edit: July 05, 2023, 05:20:43 AM by FunkyBacon »
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joe130794

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Re: [0.96a-RC10] Stargate Ship And Weapon Pack V1.0.0
« Reply #4 on: July 16, 2023, 04:43:52 AM »

Glad to have been an inspiration :)

Yeah the swarmers work great as an anti wraith dart weapon, Although at the time I integrated them into the ship as well as the F-302's as a modified Terminator drone system because I couldn't figure out fighter wings lmao, There is always a way around it. But yeah I made it all to 1 pixel per metre so even the fighters are tiny, Missiles and drones leave a longer trail to make them spotable though.

Ah yeah there are a couple of varying sizes given, I went by 225 metres for the BC-304 and 195 for the X-303  so that was there length top to bottom. and then I scaled everything off that, So the wraith hive is about 13x the length I think it was although I never got as far as adding that in, Fighters are only about 9 pixels wide or something daft. But big enough.

oh there's no rush, I look forward to seeing any updates and if you need any advice or anything I'm sure theres plenty of us that can help :)

yeah I wanted to but that requires scripting that I have absolutely no idea on, Seems drones bypass nearly every shield, although if the Asuran's had used drones it would have gone very differently. The coalition would have been slaughtered, Fortunately the Asurans only used some kind of pulse weapons, Blasters or something. The Aurora that fired drones there was the traveller one with Shephard in the chair. I have a near encyclopedic knowledge of stargate but I don't remember anything else. haha.
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FunkyBacon

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Re: [0.96a-RC10] Stargate Ship And Weapon Pack V1.1.0
« Reply #5 on: March 11, 2024, 09:00:31 PM »

Mod has been updated to work with 0.97a.RC-10 (just gameversion updated) and balanced some of the weapons and ships based on part of a playthrough I did. Due to changing stats of the weapon, AI should now use its shields much more effectively against Tau'ri Railguns.

Please note that due to removal of a turret mount on the Wraith Cruiser this update is not compatible with previous saves.
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Sallymoronic

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Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.0
« Reply #6 on: March 12, 2024, 02:48:54 PM »

"2442174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0007] not found on hull [Wraith_Cruiser]
java.lang.RuntimeException: Slot id [WS0007] not found on hull [Wraith_Cruiser]"

Cruising around home system and boop, CTD. I havent used your mod at all before today and it was on a fresh playthrough.
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FunkyBacon

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Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.0
« Reply #7 on: March 12, 2024, 07:13:13 PM »

"2442174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0007] not found on hull [Wraith_Cruiser]
java.lang.RuntimeException: Slot id [WS0007] not found on hull [Wraith_Cruiser]"

Cruising around home system and boop, CTD. I havent used your mod at all before today and it was on a fresh playthrough.

Thanks for letting me know! I'll look into this.
I have an idea of what might have caused that so hopefully I can fix it promptly.
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FunkyBacon

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Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.0
« Reply #8 on: March 12, 2024, 07:30:30 PM »

"2442174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0007] not found on hull [Wraith_Cruiser]
java.lang.RuntimeException: Slot id [WS0007] not found on hull [Wraith_Cruiser]"

Cruising around home system and boop, CTD. I havent used your mod at all before today and it was on a fresh playthrough.

I was able to reproduce it and it should be fixed in newest version on Github!
Cause was the Autofit for the Wraith Cruiser not being updated to reflect the mount change, sorry about that. I was able to start a new game and do a simulated battle against a Wraith Cruiser without crashing after I applied the change to the Autofit.

Still not compatible with old saves though.
« Last Edit: March 13, 2024, 12:10:02 AM by FunkyBacon »
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Sallymoronic

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Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1
« Reply #9 on: March 13, 2024, 01:58:34 AM »

Thank you very much for the quick response and fix!
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SanityAdrift

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Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1
« Reply #10 on: May 16, 2024, 12:44:55 PM »

Are the asgard beam weapons meant to have drastic damage drop off after about half their attack range?
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FunkyBacon

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Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1
« Reply #11 on: May 30, 2024, 03:10:32 AM »

Are the asgard beam weapons meant to have drastic damage drop off after about half their attack range?

Apologies for the late response, the "you got a response" mail went into my spam box so I only noticed it by chance. And thank you for letting me know if this behavior!

Regarding the damage fall off, that is not something that stood out to me while playing my own campaign, so I can't respond in detail on whether the damage fall off is too much at too close a range.
However, the underlying code is that from the Tachyon Lance with some slight adjustments, so in that case the Tachyon Lance would have to be behaving the same way, in which case I guess it is kind of intended?

I'll have to do some testing at some point and see if this is something I can even change or if this is a mechanic affecting all beam weapons.
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FunkyBacon

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Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1
« Reply #12 on: May 30, 2024, 06:39:47 AM »

Are the asgard beam weapons meant to have drastic damage drop off after about half their attack range?

I did a quick test just now, with both the Ori Mothership and Tau'ri Daedalus's weapons. Using both my normal set of mods and only this mod+console commands.

Both ballistic and energy projectiles have some fall-off damage as they go beyond their range until the projectile just disappears entirely.

Both the Ori beam weapon and the Asgard beam weapons applied full damage in my test at any range, even at the exact edge of their maximum range. Beams have no projectile longevity past their maximum range. And I have thus been unable to reproduce it.

Which makes me wonder if this could be caused by some other mod you're using adjusting beam weapons' damage application, or if the enemy you're fighting could perhaps have used something like the shield ability to reduce incoming damage?
If there is any way you could show me it happening I would very much appreciate it, so that I can try reproducing it again.
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N3N

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Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1
« Reply #14 on: September 14, 2024, 02:56:27 PM »


Is this compatible with: https://fractalsoftworks.com/forum/index.php?topic=30651.0

And will there be a collaboration between the mods?
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