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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] High Tech Expansion 2.0.4  (Read 31933 times)

theDragn

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[0.97a] High Tech Expansion 2.0.4
« on: June 05, 2024, 01:28:49 PM »

High Tech Expansion v2.0.4
 


Adds a number of high-tech ships and weapons.
Requires Magiclib and Lazylib. Has support for GraphicsLib shaders, but doesn't require it.
Save compatible with existing saves, but not any version of itself prior to 2.0.1.

CREDITS AND SOURCE
Spoiler
Source code is available here.

Sprite credits:
- Me (thedragn): Equality, Scute, Gloom, all weapons and fighters minus plasma streamer.
- Noof/Pogre/Mr. Bultach: Gila, Incursion, Shoebill, Spire, Peregrine, Tigershark
- Demto: Bombardier
- Medikohl: Persephone
- Axlemc131: Moray
- Helmut: Plasma Streamer
- Vinya: Aphelion
- Undisclosed: Iris
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CHANGELOG
Spoiler
Version 2.0.4
Fixed a number of issues with hull/weapon tags being incorrect, leading to ships not spawning at correct rates, in correct factions, or at all. No clue how this got in without getting noticed.

Version 2.0.3
Rapid fix for the Tigershark's hullmod (worked as intended, description was screwy) and the Incursion being burn 7, not 8.

Version 2.0.2.
- Added normal maps for all ships and weapons, and lighting data for weapons and projectiles. This will significantly improve visuals (and double the VRAM footprint) for players using graphicslib.
- Peregrine: Reduced DP to 22.
- Tigershark: Reduced DP to 28. Removed ballistic flux penalty from built-in.
- Equality: Fixed the hullmod not actually nullifying fighter pilot losses.
- Gloom: Gave it back salvage gantry. Drive Field Compressor now tells you that more than one doesn't do anything.
- Fixed the version file to work with mod managers.

Version 2.0.1
- Equality resprite and rebalance
- Shoebill got Harmonic Energy Projector (Equality lost it)
- Fixed some descriptions that were incorrect because of changing sprites/slots.

Version 2.0.0
- Now safe for forum posting again.
- Major rebalance and reduction in scope (and VRAM usage). Bounties, Battlegroup IV, Ashen Keepers, and Covert Ops reskins removed.
- Major resprite thanks to Pogre.
- Full changelog available here.
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« Last Edit: August 20, 2024, 02:48:59 PM by theDragn »
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Takion Kasukedo

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #1 on: June 06, 2024, 02:33:01 AM »



Just thought I should let you know that the 2nd top-left ship is currently used in a different mod. The 2nd bottom left ship, in between the two big ships might be in a different mod?

1st ship (2nd Top Left) = Emergent Threats - Incursion-class Destroyer (EX/IX)
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

theDragn

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #2 on: June 06, 2024, 07:47:46 AM »

Just thought I should let you know that the 2nd top-left ship is currently used in a different mod. The 2nd bottom left ship, in between the two big ships might be in a different mod?

1st ship (2nd Top Left) = Emergent Threats - Incursion-class Destroyer (EX/IX)

This mod's Tigershark, Iconoclast, Flamebreaker, Equalizer, and Incursion (mostly not by those names) were reskinned and used in Emergent Threats, which is totally fine by me. Despite the post date on here, High Tech Expansion has been around since 2021 or so. Most of those hulls have been re-sprited in this update, but a few (Iris/Iconoclast, the destroyer you're talking about, and Tigershark) are still mostly the same, which is where the overlap comes from.

Also I've just updated the lineup pic because I forgot a pair of ships, which has scrambled which destroyer you were talking about, whoops.
« Last Edit: June 06, 2024, 08:00:58 AM by theDragn »
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Takion Kasukedo

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #3 on: June 07, 2024, 11:33:17 PM »

Hey, fair enough on that note, though the destroyer is now moved to the bottom right (next to the phase destroyer/cruiser).

If it's cool that the ships you named were (and still are) used in Emergent Threats as re-skins, then there's not really a problem (heck, it means cross capability with another mod which is fun)
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

BigBeans

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #4 on: June 08, 2024, 07:50:07 AM »

I mean, there wouldn't be a problem either way, Spiral Arms sprites are free to use. Multiple mods can use them.
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theDragn

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #5 on: June 08, 2024, 11:49:24 AM »

I mean, there wouldn't be a problem either way, Spiral Arms sprites are free to use. Multiple mods can use them.

Yup. Might be considered bad form if two mods were to use the same exact sprite, but that isn't an issue here with the very obvious difference in paint jobs. Also worth noting that most of the hull sprites in here are no longer from Spiral Arms, but I'm happy to give permission to reskin them as long as people ask first.

Kastellaria

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #6 on: June 14, 2024, 08:32:18 AM »

Hello, want to say love your mod

anyway i get the following crash when starting the game:
93436 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
93747 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing with id [drg_sheen] not found for faction [remnant]
java.lang.RuntimeException: Fighter wing with id [drg_sheen] not found for faction [remnant]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:518)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.?00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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theDragn

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #7 on: June 14, 2024, 02:07:45 PM »

Hello, want to say love your mod

anyway i get the following crash when starting the game:
93747 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing with id [drg_sheen] not found for faction [remnant]

Definitely strange. Try deleting the entire /mods/HTE folder, redownloading, and reinstalling the mod.

Inhilicon

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #8 on: June 27, 2024, 05:41:32 AM »

I was looking for this mod, sorely missed it. Thank you for updating! Much love from me and my friend
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Alex

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #9 on: June 28, 2024, 08:04:08 PM »

Cleaned up some derailing posts.
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Thyx

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Re: [0.97a] High Tech Expansion 2.0.1
« Reply #10 on: June 28, 2024, 09:54:27 PM »

Very nice job on reduction. I enjoyed the covert op colors but realized the bloat. Keep up the great work!   8)
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theDragn

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Re: [0.97a] High Tech Expansion 2.0.2
« Reply #11 on: July 02, 2024, 06:03:01 PM »

Version 2.0.2. Save compatible.
- Added normal maps for all ships and weapons, and lighting data for weapons and projectiles. This will significantly improve visuals (and double the VRAM footprint) for players using graphicslib.
- Peregrine: Reduced DP to 22.
- Tigershark: Reduced DP to 28. Removed ballistic flux penalty from built-in.
- Equality: Fixed the hullmod not actually nullifying fighter pilot losses.
- Gloom: Gave it back salvage gantry. Drive Field Compressor now tells you that more than one doesn't do anything.
- Fixed the version file to work with mod managers

Very nice job on reduction. I enjoyed the covert op colors but realized the bloat. Keep up the great work!   8)
Thanks! Unfortunately I'm bloating it right back up by doing normal maps...

qwe

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Re: [0.97a] High Tech Expansion 2.0.2
« Reply #12 on: July 02, 2024, 09:01:53 PM »

safe to add to current save?
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theDragn

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Re: [0.97a] High Tech Expansion 2.0.3
« Reply #13 on: July 03, 2024, 08:46:58 AM »

safe to add to current save?

Yep. There's a pre-generated system (Zarmazd, black hole southeast of the core, will sell you rare hulls if you're cooperative with independents) that isn't set up to automatically spawn if you add the mod mid-save, but all the ships and guns will begin showing up normally. I'll add code to do the system spawning mid-save next version. Quick edit: totally forgot that I already added a console command for this. You can just do "generateHTE" with console commands and it'll generate the system.


Also, updated to 2.0.3 because I was dumb and forgot to actually check that the Tigershark's hullmod was working. It was working, but the description was screwy. Also increased the Incursion's burn to 8 to match its description of being able to keep up with cruiser fleets.
« Last Edit: July 04, 2024, 06:51:04 PM by theDragn »
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AdamLegend

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Re: [0.97a] High Tech Expansion 2.0.3
« Reply #14 on: August 20, 2024, 08:11:21 AM »

Big fan of this mod! Is there a way to make these ships stop appearing so often in Persean/Pirates/Independents/Scavengers fleets? It's strange that factions other than Tri-Tachyon use these ships so often.
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