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

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Author Topic: [0.98a] The Second Battlegroup v1.2.0  (Read 11517 times)

Akarthus

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[0.98a] The Second Battlegroup v1.2.0
« on: May 16, 2025, 02:14:15 PM »


The Second Battlegroup




We are the Praetorian for the Sol system, the last line of defence of Terra.
We are the Readied Spear, the Adamantium Lance.
We are the best the Domain offers and the worst nightmare of her enemies.
We are the Second Battlegroup!

Contents
The Second Battlegroup is an elite line of ships that can be found as derelict outside of the Core Systems (Like XIV Legion). But for gameplay purposes, their blueprint can also be found individually. Their combat doctrine is "Adamantium Lance" which focuses on using overwhelming firepower to break through the enemy lines. They usually emphasize large, frontal weaponry while ignoring point defence, and some ships have slightly modified weapon arcs to perfect their job.

Their Battlegroup bonus is quite similar to the XIV, but the bonus and penalty are all increased. Overall, they are stronger than XIV ships. Due to the change in weapon systems, they usually cost 20-25% more DP compared to their vanilla counterparts and cost 3x as much (XIV ships cost 1.75x). Auxiliary ships have lower bonuses and less radical restructuring, so they only cost 1.5x as much.

Main Ships
Spoiler

Brawler (II)


Mobile artillery ship with Advance targeting core


Hammerhead (II)


Just a hammerhead with spinal large hardpoint


Eagle (II)


Just a Eagle with spinal large hardpoint..Also comes with Plasma Jet


Heron (II)


One LPC slot less, one large missile hardpoint more...come with another 4 small ones for free.



Champion (II)


...Where is my XL spinal weapon???



Conquest (II)


SEVEN ****ING LARGE WEAPONS! FOUR ****ING COMPOSITES!


Invictus (II)


What if we fuse 4 large slots into an XXL weapon?
yes I know the weapon is missing let's keep that as a surprise


[close]



Auxiliary Ships


Spoiler


Kite (II) (A)


It's only a medium turret because our engineers aren't pirates and are paid a living wage.



Shepherd (II) (A)


A proper combat support ship. Logistics? Leave that to the dedicated large ships.



Condor (II) (A)


What if we really added a large hardpoint to Condor?


Atlas (II) (A)


This beats a hound in Sim


[close]



Fighters
Spoiler

Trident (II)


What if we put ECCM on fighters?


Broadsword (II)


Yes its another Broadsword with dual MG instead


Warthog (II)


No this is not an A-10
Yes that is an Assault Chaingun
Yes it overfluxes in less than one second
No I'm not giving it extra flux


[close]


Change Logs

Spoiler
v1.2.0: Added Kite (II) (A) and Shepherd (II) (A). Also changed the color of Second Battlegroup Auxilia design (2025/5/21)
v1.1.0: Added Champion (II) (2025/5/19)
v1.0.2: Added II ships to title screen and sim battle (2025/5/18)
v1.0.1: Fixed the bugs that the Lance of Oblivion will turn and Player fleet won't spawn these ship even if it has the blueprint (2025/5/17)
v1.0.0: Release (2025/5/16)

[close]
« Last Edit: May 21, 2025, 01:09:08 PM by Akarthus »
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Dazs

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Re: [0.98a] The Second Battlegroup v1.0.0
« Reply #1 on: May 16, 2025, 04:45:07 PM »

Impressive especially for your first mod, the sprites are clean and crisp. Will give it a run when I have time but I'll defiantly be keeping an eye on this mod's development.

HeyoTeo

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Re: [0.98a] The Second Battlegroup v1.0.0
« Reply #2 on: May 16, 2025, 07:14:58 PM »

For your first mod, the sprites look really nice! Do you plan on adding a corresponding faction?
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Akarthus

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Re: [0.98a] The Second Battlegroup v1.0.0
« Reply #3 on: May 16, 2025, 07:29:50 PM »

For your first mod, the sprites look really nice! Do you plan on adding a corresponding faction?

I'm glad you liked it! But probably not. I imagined these are derelicts left in the Persean system from their operations, and it would be kinda hard to distinguish from the XIV and IX. But there are plans to add more to II, and I have some ideas of a few ships that might fit other battlegroups. If I got more familiar with the coding, maybe some minor faction/fleet belongs to the Independent?
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TheBurningOnes

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Re: [0.98a] The Second Battlegroup v1.0.0
« Reply #4 on: May 17, 2025, 06:47:57 AM »

Don't fighters have that No_Weapon_Flux hullmod that makes them... well... generate no weapon flux?
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Akarthus

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Re: [0.98a] The Second Battlegroup v1.0.0
« Reply #5 on: May 17, 2025, 10:53:37 AM »

Don't fighters have that No_Weapon_Flux hullmod that makes them... well... generate no weapon flux?

Only some of them do, on top of my mind, I can only remember xypho does.
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Dark Pixel

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Re: [0.98a] The Second Battlegroup v1.0.0
« Reply #6 on: May 17, 2025, 02:13:17 PM »

Nice mod, really cool sprites: a cohesive theme while keeping the skeleton of the base ships intact.

Some bugs:

1. the II invictus's built-in gun is set to a turret not a hardpoint, so it can turn (really slowly). I suspect that it's supposed to be fixed facing forward?

2. After cheating in the blueprint, I cannot get the player faction patrol fleets to use these ships. I select the ships in the fleet doctrine screen and for some reason, my fleets just won't use them. Is this intentional or some wierd bug? The only time I've seen patrol fleets ignore selected ships is when they're automated, maybe you've added a wierd tag to the II ships?

Also regarding a faction, it may be possible to add a sort of easter egg, hidden market belonging to the II battlegroup similar to what Sephira enclave or Anakaris reperations society does with it's eponymous faction where the faction market is set to hidden so it doesn't show on the map like the randomly generated pirate/luddic stations. Could be added to the edge of the map as a hostile "boss" starsystem, with a custom fleet hanging around a starbase. Having to fight the final remenants of the II would be a good way to earn the blueprint I think.

IMO I don't think there's anyway to have a II fleet belonging to the independants that would not have been siezed by the hegemony. Remember they claim to be the true succesors to the Domain so there's no way they would let anyone else have ships belonging to another battlegroup. But then it's not like modded factions have ever fitted in lore so do whatever you think is most fun/interesting.

Also a question, do you plan on adding faction specific weapons like the IX battlegroup mod does or will you stick to ships/wings?

Anyway, cool mod especially for your first. Excited to see where it goes!
« Last Edit: May 17, 2025, 02:18:17 PM by Dark Pixel »
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Akarthus

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Re: [0.98a] The Second Battlegroup v1.0.0
« Reply #7 on: May 17, 2025, 04:28:59 PM »

Nice mod, really cool sprites: a cohesive theme while keeping the skeleton of the base ships intact.

Some bugs:

1. the II invictus's built-in gun is set to a turret not a hardpoint, so it can turn (really slowly). I suspect that it's supposed to be fixed facing forward?

2. After cheating in the blueprint, I cannot get the player faction patrol fleets to use these ships. I select the ships in the fleet doctrine screen and for some reason, my fleets just won't use them. Is this intentional or some wierd bug? The only time I've seen patrol fleets ignore selected ships is when they're automated, maybe you've added a wierd tag to the II ships?

Also regarding a faction, it may be possible to add a sort of easter egg, hidden market belonging to the II battlegroup similar to what Sephira enclave or Anakaris reperations society does with it's eponymous faction where the faction market is set to hidden so it doesn't show on the map like the randomly generated pirate/luddic stations. Could be added to the edge of the map as a hostile "boss" starsystem, with a custom fleet hanging around a starbase. Having to fight the final remenants of the II would be a good way to earn the blueprint I think.

IMO I don't think there's anyway to have a II fleet belonging to the independants that would not have been siezed by the hegemony. Remember they claim to be the true succesors to the Domain so there's no way they would let anyone else have ships belonging to another battlegroup. But then it's not like modded factions have ever fitted in lore so do whatever you think is most fun/interesting.

Also a question, do you plan on adding faction specific weapons like the IX battlegroup mod does or will you stick to ships/wings?

Anyway, cool mod especially for your first. Excited to see where it goes!

Thanks for the bug report, turns out I did have the main gun as hardpoint, but accidentally set it to be 360 degrees.  For the faction patrol fleets, I didn't know there is a default_ship_roles files and that affected the spawn. Both of these should be fixed in the new v1.0.1
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Dazs

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Re: [0.98a] The Second Battlegroup v1.0.1
« Reply #8 on: May 18, 2025, 12:00:38 AM »

Hello again, I have not tested the ships yet, just went through the files and noted that you do not have files for them to show on the title screen or be available to fight against in the refit sim. Is this by design as they are a mystery to be found while exploring? If not you can take a look at any of my faction mods for an example, they would be located in data\campaign\sim_opponents.csv and data\config\title_screen_variants.csv (you would just need to replace my variants with yours.)

Also, and this is just my OCD I swear I am not being a meanie but in the mod's main page you state "Auxilitary Ships" but the standard Starsector apeliation is "Auxiliary Ships".

Keep up the good work, I look forward to future updates.

tantananan

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Re: [0.98a] The Second Battlegroup v1.0.1
« Reply #9 on: May 18, 2025, 03:59:17 AM »

Hey i just want to ask, is the Invictus(II) suppose to have less ordnance points than the base invictus?
Currently Invictus(II) has 200 while the base invictus has 240.

These ships are looking good btw cheers!
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Akarthus

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Re: [0.98a] The Second Battlegroup v1.0.1
« Reply #10 on: May 18, 2025, 11:48:10 AM »

Hey i just want to ask, is the Invictus(II) suppose to have less ordnance points than the base invictus?
Currently Invictus(II) has 200 while the base invictus has 240.

These ships are looking good btw cheers!

This is intended, think of it as the huge amount of subsystems and capacitor that was needed to mount the XXL main gun.

If it is too limiting, then maybe it will get increased later.
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Akarthus

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Re: [0.98a] The Second Battlegroup v1.0.1
« Reply #11 on: May 18, 2025, 12:00:46 PM »

Hello again, I have not tested the ships yet, just went through the files and noted that you do not have files for them to show on the title screen or be available to fight against in the refit sim. Is this by design as they are a mystery to be found while exploring? If not you can take a look at any of my faction mods for an example, they would be located in data\campaign\sim_opponents.csv and data\config\title_screen_variants.csv (you would just need to replace my variants with yours.)

Also, and this is just my OCD I swear I am not being a meanie but in the mod's main page you state "Auxilitary Ships" but the standard Starsector apeliation is "Auxiliary Ships".

Keep up the good work, I look forward to future updates.

Hmmm, the Auxilitary was infact a typo (I am terrible at spelling). I've added most II ships the title screen and sim opponents, I didn't know about these files lol, thanks for letting me know  ;)
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Dazs

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Re: [0.98a] The Second Battlegroup v1.0.2
« Reply #12 on: May 18, 2025, 02:21:47 PM »

Hello again, I have not tested the ships yet, just went through the files and noted that you do not have files for them to show on the title screen or be available to fight against in the refit sim. Is this by design as they are a mystery to be found while exploring? If not you can take a look at any of my faction mods for an example, they would be located in data\campaign\sim_opponents.csv and data\config\title_screen_variants.csv (you would just need to replace my variants with yours.)

Also, and this is just my OCD I swear I am not being a meanie but in the mod's main page you state "Auxilitary Ships" but the standard Starsector apeliation is "Auxiliary Ships".

Keep up the good work, I look forward to future updates.

Hmmm, the Auxilitary was infact a typo (I am terrible at spelling). I've added most II ships the title screen and sim opponents, I didn't know about these files lol, thanks for letting me know  ;)
Always happy to assist and encourage new mod creators, I am glad I could be of help. I am playing a game with them installed; I'll let you know if I have any further feedback. Enjoy!

Dark Pixel

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Re: [0.98a] The Second Battlegroup v1.0.2
« Reply #13 on: May 18, 2025, 02:45:51 PM »

Sorry to be the bearer of bad news yet again but I've found another bug.

Selecting the II battlegroup ships in the doctrine screen causes a hard crash-to-desktop.

see error log below:

Spoiler
3353     1891198 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipVariantAPI.getHullSpec()" because "curr" is null
3354     java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipVariantAPI.getHullSpec()" because "curr" is null
3355            at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:466)
3356            at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
3357            at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
3358            at com.fs.starfarer.campaign.command.J.advanceImpl(Unknown Source)
3359            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3360            at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
3361            at com.fs.starfarer.campaign.command.F.advanceImpl(Unknown Source)
3362            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3363            at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
3364            at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
3365            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3366            at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
3367            at com.fs.starfarer.ui.oo0O.advanceImpl(Unknown Source)
3368            at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
3369            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3370            at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
3371            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3372            at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
3373            at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
3374            at com.fs.state.AppDriver.begin(Unknown Source)
3375            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
3376            at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
3377            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
3378            at java.base/java.lang.Thread.run(Unknown Source)
[close]
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Akarthus

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Re: [0.98a] The Second Battlegroup v1.0.2
« Reply #14 on: May 18, 2025, 05:33:40 PM »

Sorry to be the bearer of bad news yet again but I've found another bug.

Selecting the II battlegroup ships in the doctrine screen causes a hard crash-to-desktop.

see error log below:

Spoiler
3353     1891198 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipVariantAPI.getHullSpec()" because "curr" is null
3354     java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipVariantAPI.getHullSpec()" because "curr" is null
3355            at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:466)
3356            at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
3357            at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
3358            at com.fs.starfarer.campaign.command.J.advanceImpl(Unknown Source)
3359            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3360            at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
3361            at com.fs.starfarer.campaign.command.F.advanceImpl(Unknown Source)
3362            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3363            at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
3364            at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source)
3365            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3366            at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
3367            at com.fs.starfarer.ui.oo0O.advanceImpl(Unknown Source)
3368            at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
3369            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3370            at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
3371            at com.fs.starfarer.ui.OOOo.advance(Unknown Source)
3372            at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
3373            at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
3374            at com.fs.state.AppDriver.begin(Unknown Source)
3375            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
3376            at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
3377            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
3378            at java.base/java.lang.Thread.run(Unknown Source)
[close]

Aw crap I had this when I was testing, then I made another save and its gone, guess isn't not solely my problem. If you are testing on the separate save try create another one to test. If it's not I'll see if I can do something to about it.
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