Starpoint Gemini Warlords

Starpoint Gemini Warlords

Excalibur
51 Comments
Askar 7 Jul, 2017 @ 8:12am 
I have unfortunately to inform you that your mod mess up my damage calculation
everytime i win or lose a fight with my fleet , the whole area explode and all die
Guywiththepants  [author] 1 Jul, 2017 @ 5:38pm 
Np, glad it works
Am bug 1 Jul, 2017 @ 3:39pm 
i am a doof this is the first mod i use and i for got to turn it on :P
Am bug 1 Jul, 2017 @ 2:49pm 
i couldnt find it but i will check just in case i missed it
Guywiththepants  [author] 1 Jul, 2017 @ 1:41pm 
It should be available at Concordia station
Am bug 1 Jul, 2017 @ 1:37pm 
where can i find it?
Steel Dragon 24 Jun, 2017 @ 11:30am 
would it be posable to get the fighter code as a stand alone module. Like the ship and big fan of the work to make the ICBM just not my flavor atm. I would love to have that corvettes and gunships as fighters option though. Please and Thank You
xXBulletJusticeXx 23 Jun, 2017 @ 2:30pm 
@Guywiththepants - I can confirm. With your mod running launching the AOE Warhead from the Sharpshooter class insta kills yourself upon impact with enemies. I have not confirmed the Range of it yet. Could be that script you mentioned earlier.
Whitebearic Ft. Blackshade 2 Jun, 2017 @ 12:15am 
wow,that was a really HUGE one,thx for your creation
Veny 27 May, 2017 @ 2:08am 
@Talien - Like i wrote below - Warlors can use sharpshoter skills that is SOMEHOW BROKEN with this mod, causing fleets, both hostile and friendly, to be instantly destroyed.
You can try it - take sharpshooter ulti, use her against enemy and you will be vaporized :D
Talien 26 May, 2017 @ 8:43pm 
I think enemies have access to the weapons as well. I ran into an enemy warmaster that one shotted me with a heavy weapon and the explosion looked just like the ICBM, full hull/shields Battleship dead in one hit.

The ICBM is also definitely blowing up everything and not just "like units", because it killed itself and it's entire fleet as well as me.
Faustian Device 9 May, 2017 @ 1:42pm 
Also, yeah, the explosion does catch your own units. I had specifically targeted an enemy corvette and fired, only for the blast to evaporate my two Warmasters as well.
Faustian Device 8 May, 2017 @ 10:53pm 
It looks similar to an Imperial ship from WH40k?
Almost, not quite.
When're we going to see WH40k mods for this game, by the way? Never?
Guywiththepants  [author] 1 May, 2017 @ 4:40am 
@Veny, I will have to check the explosion script since the last few updates. But please be aware the script is set up to kill "like targets" So if you are targeting your own faction to test it out, or an friendly target, then you will be affected by the blast as well. However, if you target an enemy, then only enemies should be affected by the blast. I have only tested the peacemaker with the excalibur ship though. So weaker ships might be affected more.
Veny 30 Apr, 2017 @ 2:19pm 
That rocked ultimate skill (Sharpshooter class i think) kills everything instantly (me included) when this mod is enabled :/
Guywiththepants  [author] 27 Apr, 2017 @ 4:20am 
@Bane, yea you should be careful with the Peacemaker. The explosion script is only supposed to effect matched targets. So if your targeting an enemy, then only enemies should be effected. However, if you target your own fleet, then ur fleet as well as urself are in danger. But its always a good practice to launch it where no one else except enemies are around.
Responsible Fatherjk 26 Apr, 2017 @ 1:15pm 
Okay so the peacemaker made my fleet go peacefully xD oh well the ship beasted a proxima wave solo literally that ship that should be end game...
Guywiththepants  [author] 26 Apr, 2017 @ 6:05am 
the Peacemaker is a heavy weapon so when you equip it u must press "X" to use it and have an enemy targeted. Only Light Weapons autofire.
metalfan666 26 Apr, 2017 @ 5:43am 
Might be a dumb question but how do you use the peacemaker? I have it loaded but it does not auto fire when I have auto fire activated.
Pat5zero 28 Mar, 2017 @ 12:17am 
The 'DOCK' tab will not go away after land at any base. Some bases the ship is not ratio in size to dock landing. The turret icons are unrealistic in size to the ship.
Pat5zero 28 Mar, 2017 @ 12:15am 
Using the PROXIMA system to take over a planet, the charge up sequence crashes with the mod.
afederowicz 27 Mar, 2017 @ 8:41pm 
So I fire a Peacekeeper, and it's pretty peaceful with nothing left for 20 parsecs :-)
Guywiththepants  [author] 27 Mar, 2017 @ 5:07am 
haha yea, don't get too close when you fire the PeaceKeeper
afederowicz 26 Mar, 2017 @ 11:37pm 
Presently Have carved a swath through the worst sectors of our cozy little Cesspool some dare to call Open space with this Beauty ! ... Better Keep your Power to weapons and shields :-)
uber_sped 19 Mar, 2017 @ 6:58am 
Just started working. This is a fun ship. Well done. Thank you.
Geek 18 Mar, 2017 @ 3:06pm 
Everything seems to be in order, thank you.
Guywiththepants  [author] 18 Mar, 2017 @ 1:51pm 
10,000 aplogies, Ships, Fighters, & Weapons should be available at any station. I was working with the mod and accidently deleted the Stations folder that placed where the items were to be sold. If you still have issues after this update please let me know.
Geek 18 Mar, 2017 @ 12:47pm 
You will have to wait for the mod update.
uber_sped 18 Mar, 2017 @ 12:31pm 
I moved this to the top of my mod list and checked Concordia. Restarted a couple of times and its still not there. Not sure what else to try.
uber_sped 18 Mar, 2017 @ 12:11pm 
Thx Geek.
Guywiththepants  [author] 18 Mar, 2017 @ 11:52am 
Sorry if this was the case. I will change this as soon as I am home
Geek 18 Mar, 2017 @ 10:05am 
hmmm, apparently the author accidentally removed the required file to sell the ship with the last update...
Geek 18 Mar, 2017 @ 10:02am 
Should be sold on Concordia if the mod is active.
uber_sped 18 Mar, 2017 @ 9:51am 
Maybe a stupid question but where do i find this ship in game?
Guywiththepants  [author] 17 Mar, 2017 @ 11:25am 
glad I could spark your interest in the game. Let me know what you think of the nuke when you fire one off.
afederowicz 17 Mar, 2017 @ 11:23am 
I will asap... Your ship just got me interested agin in this sim...
Guywiththepants  [author] 17 Mar, 2017 @ 11:16am 
Sounds interesting. Maybe you should post the this in the suggestion forum. Devs answer back pretty quick for this game.
afederowicz 17 Mar, 2017 @ 11:12am 
I wonder if they ever thought of Doing a faction specific Electronics and technology oriented bridge for each faction type subdivided into size and station space and content apropriate for each ship class... Then the whole process would be simple and so greatly add atmospheric feel to the game in terms of feeling like one lives on the ship... BUT... BUT first do a fund raiser, and let us pay them for the proposed project, then they have the capital, and add ons do not present a risk to them... If anyone is in contact with the DEV.'s for Warlords, please msg. this to them !
Guywiththepants  [author] 17 Mar, 2017 @ 11:08am 
haha yea the FOG does have a kamehameha feel to it I agree.
afederowicz 17 Mar, 2017 @ 11:07am 
That FOG Photon Cannon is Really Spectacular ! The Wide Beam Flash generated upon Firing looks so damn Anime I started Swearing at my Targets in Japanese, but had to stop due to Lipsink miss-match problems :-) We need Japanese crew member on ship now to swear at enemy when FOG fires as Patented Sound Effect !!!
Guywiththepants  [author] 16 Mar, 2017 @ 11:04am 
@afederowicz I think other tasks for fighers (such as mining) is a great idea. When the game is complete im almost positive that there will be specific tasks for fighters during battle like in SPG2. Maybe then Mining can be implemented and a Superfrieghter can have a hanger for fighters to destroy mines.

As for a bridge cockpit, I think i read somewhere that the Devs already dismissed the plan to implement a bridge. Due to the fact that it would take too much time and redevelopment of each ship.
afederowicz 16 Mar, 2017 @ 10:50am 
This is a absolutly Great Creative Idea for Ships !!! Also the fighters getting mods for creating in essence better fleet constructs... Maybe Mining shuttles along with fighters tht do specific tasks well... Example... Shield strippers, that go after shields and then fly out of weapons range, and then Capture or destrouction oriented job-finisher would come in... Remember the menue specialties of SPG2 ? I always wanted an option to have all the menue types together, so that one could shift on the fly from strategy to tactics... Uptimately the Big ships need real bridge cockpits and maybe the different menue types from SPG2 could each get a console station within those new Cockpit-ship-bridge designs... What's your take on this... I will certainly be willing to put in specific goal-oriented testing time in any such developement... Just msg me...
Guywiththepants  [author] 11 Mar, 2017 @ 4:55pm 
@Veny, Im glad your excited about it Veny. I hope you like them, I'm expecially proud of FOG (Finger of God) lol
Veny 11 Mar, 2017 @ 4:27pm 
Lool, few weeks ago i wrote down idea about Titans with superweapon and now my dream comes true :D
Guywiththepants  [author] 11 Mar, 2017 @ 8:20am 
Thanks, I will try that. I did not know that about the text files. I just referenced other mods and they seemed to have all other items and names in the text files so I did the same.
Geek 11 Mar, 2017 @ 8:13am 
Just add a line after Production: 1, with Quantity: 4
Or just look at LargestockII, since that feature is the basis of the mod :-)
BTW your text and production files should only have what is modded. That will increase compatibility.
Guywiththepants  [author] 11 Mar, 2017 @ 7:43am 
@Geek. I changed the ship class back to 11. This will just cause the Borg_Cube mod to conflict with this one.

- I also dialed down the end beam on the FOG so you should be able to see what your shooting now.

- As for increasing the quanity of the Light weapons sold per station, I still havent figured that out yet. In the ShipSystem.txt the "Producing" I think is just linked to "1" for yes and nothing else. Because I have tried using a different number and it always resets back to "1" whenever the game is started. If you know where to change the quanity sold, I will happily change this.
Guywiththepants  [author] 11 Mar, 2017 @ 6:49am 
I can change the Ancient class back to 11. The reason I used 12 is because another Titan Ship was interfereing with this base link. So used 12. I can easily change it back to 11.
Geek 11 Mar, 2017 @ 12:46am 
Please make the new weapons sell by four units, otherwise it is a pain to equip the ship.
The beam effect takes too much room, I can not see anything else when it is firing.
Geek 11 Mar, 2017 @ 12:20am 
Found it. The modded class table use id 12, but the last vanilla value is 10.
If another mod use the value 11, then you must include both in your table.