Starpoint Gemini Warlords

Starpoint Gemini Warlords

Carriers: Reduxed
144 Comments
5w4trobinson Jan 25, 2024 @ 7:47am 
doesnt work on steamdeck!
Hrofyaltur Censoriel Orilaveroth Nov 9, 2023 @ 4:34pm 
Great overall.

Just two thoughts. They are related to my gameplay.

What about crew?

Also Price? What?
Khurthis Oct 27, 2023 @ 5:37pm 
Yea upon looking at the Titans patch, the only ship missing is Prosperity, and I'd argue the ole' girl needs this patch given her overall weakness in combat.
Khurthis Oct 27, 2023 @ 5:35pm 
UPDATE: My theory has been proven correct! The Cavalier works just fine, even on the Numibia storyline!

This means all that needs doing is the ships have to be updated to have all 9 carriers supported, this may even apply to the Titans patch. I hope this helps. :)
Khurthis Oct 27, 2023 @ 5:09pm 
Considering the fact all the ships can be added to all stations and planets for purchase via notepad, all 9 carriers should probably be supported in the mod.
Khurthis Oct 27, 2023 @ 5:07pm 
Looking at the Ships.wdt file in Starpoint Gemini Warlords\Mods\CarriersReduxed\Data\Base further cements this as the likely culprit as to why this mod may or may not work in some cases.

Missed ships seems to be the problem.
Khurthis Oct 27, 2023 @ 5:05pm 
So far the ship files you edited are located at:

Starpoint Gemini
Warlords\Mods\CarriersReduxed\Data\Models\Ships

And the only carriers you modifed are these:

Tzar
Borealis
Cavalier
Korkyra_Premonition
And Outlaw_Asgard.

However, there are acouple more carriers in the game, all of which can be found here:

https://starpointgemini.fandom.com/wiki/SPGW_Carriers

So far you have 5 out of 9 carriers added, the Aranos for example is a Numibian ship and is the carrier I am currently testing. Low and behold it does not have the large fighter wings. I will do a test with the Tzar in a little bit to see if my theory holds, and if it works then this should be a simple issue to update.
Khurthis Oct 27, 2023 @ 4:58pm 
This could also be the culrpit for the last issue as well. There may be carriers that you simply missed or forgot to modify.
Khurthis Oct 27, 2023 @ 4:57pm 
UPDATE: @Astarte

After some digging and comparing your mod files to the regular game files, I discovered that the Numibia carrier is not included within the mod itself, seems you might've missed some ships bud.
Khurthis Oct 27, 2023 @ 4:35pm 
I still never tested Concordia itself, but I may.
Khurthis Oct 27, 2023 @ 4:35pm 
This is honestly very depressing considering how much I loved this mod and the Titans patch, but I guess it's falling by the wayside like many classics.
Khurthis Oct 27, 2023 @ 4:34pm 
The last person who write all the comments to you Astarte happened to be me on an old account, and as usual, mod does not work with Numibia.

I have no clue how this mod works, and it seems to me that nothing can be done to fix it. I place to blame squarely in the hands of the game devs at this point. The files in it are an absolute mess.
Astarte  [author] Apr 10, 2023 @ 9:45pm 
That might very well be it... though I do at least have numibia, I don't think I have Korkyra.

If you start/load up a default game (concordia) does it work or is it still showing 6-8 fighters?
Astarte  [author] Apr 10, 2023 @ 7:07pm 
The default, with concordia faction. I haven't actually tried any of the other gamestarts.
Astarte  [author] Apr 9, 2023 @ 7:57pm 
I'm honestly not sure what I can do to resolve the issue for you... my Juggernaut is showing 24 fighters per squadron. Thus far, at least, I am unable to replicate your issue.

Wish I could be more help...
Astarte  [author] Apr 9, 2023 @ 5:02pm 
Do my mods work if they are the only mods active?
Astarte  [author] Apr 8, 2023 @ 9:57pm 
@Fyhmbuhl

I'm not really sure what to say on this, but its working fine on my game.

Is it possible you have another mod (not one made by me I mean) that alters the Carrier Familiarity perk?
弥幽Miyou Oct 13, 2021 @ 12:42am 
一脸愣逼,看不懂,只能溜了
Nevurion89 Dec 22, 2020 @ 5:24am 
auto fire dont work if i drive carrier with this mode, all other thinks are cool
JKSharkCF Aug 14, 2019 @ 5:02am 
所以这个MOD到底是干什么的?
TomCat86 Jul 16, 2019 @ 5:32pm 
k
Astarte  [author] Jul 16, 2019 @ 4:47pm 
I ended up leaving the cloaks as they were before the devs made it a skill. So some should have a cloak and some will not.
TomCat86 Jul 8, 2019 @ 10:53pm 
Did you take the cloak out? Or do you have a version with no cloak?
Astarte  [author] Jan 11, 2019 @ 6:52pm 
Heads up to everyone: check the link in the description for the patch/mod I just made that makes this stuff work for Titans.

Thats right. You can now carry 70+ fighters on your favorite Titan of choice.
Astarte  [author] Jan 11, 2019 @ 6:00pm 
Exul = level 50.
Whitey Jan 5, 2019 @ 11:06pm 
I don't know what "Exul" is, so I guess I haven't reached the end. But I could afford one right now if I wanted. I'm at the point of building the Proxima. I've been flying with a dread for awhile now. Point is, it just seemed contradictory. If you wanted to reflect the price, why not only buff it until you thought it was worth it and no more? I don't know. Whatever, your mod, people like it. Cool.
Astarte  [author] Jan 5, 2019 @ 10:40pm 
Between this and perks reduxed, the combat power of a carrier gets near the point of being equal to 2 or 3 dreadnoughts (or more depending on how you use/build it and the difficulty setting). These mods empower the carrier to the point where they can be called overpowered - trivializing pretty much any combat engagement - so I increased the pricetag to reflect that.

With this mod, carriers are supposed to be your big payoff for essencially finishing the game. Something to be worth working towards.

Besides, if you did not accumulate the required money for one of these by the time you reach Exul, you were doing something wrong. They are expensive, but not THAT expensive :steamhappy:
Whitey Dec 30, 2018 @ 3:03pm 
"Do you wish their power reflected the fact that they are the most expensive type of ship..."

"In accordance with these major buffs with the carriers, I have also increased their price tags."

What? I thought the whole point was to make their original value worth it?
Silver Oct 26, 2018 @ 8:50am 
hm not bad^^
kyser Aug 2, 2018 @ 8:18am 
no titan yet?
Phabio T. Host Apr 26, 2018 @ 8:37pm 
Would it be possible to make this compatible with the Titan? the Titan feels underwhelming with its fighter compliment being soooo small for a ship as large as a fleet.
Dean / Noah Feb 23, 2018 @ 12:45pm 
kk ty
Astarte  [author] Feb 23, 2018 @ 11:04am 
It should still be: no one has posted anything in here suggesting it is not, so my default assumption is "if no one is complaining it is working fine."
Raziel Feb 23, 2018 @ 6:00am 
Is this mod currently working?
Dean / Noah Feb 20, 2018 @ 12:20pm 
update?
McDiel Oct 8, 2017 @ 2:50am 
Well here's hoping this mod is still up to date :D
Mo¡stDreams  [author] Aug 25, 2017 @ 7:08pm 
If anybody is wondering where I have been the last month I held of Dev work on all projects except the language ones in-light of purchase of DLC. I believe this mod is pretty well fixed as of a number of weeks ago.
Beso Aug 24, 2017 @ 3:46pm 
can some of the carrir perks go to a titan ? at least any thing that is related to fighters ,, it is a huge shame to have this titan and only carry 5 fighters x3
♢Gotomtom  [author] Aug 15, 2017 @ 2:08am 
I have 16GB ram, a hexa core processor and a shitty GTX 960 with updates Nvidia drivers. For more detailed information, i'd have to look that up.

It does freeze for seconds in battles including 7 to 10 Tzars though XD The game almost never crashes though.
Astarte  [author] Aug 14, 2017 @ 7:35pm 
Not really. Sort of?

One of the first bugs I found with the mod was a glitch where your own fighters - in an attempt to attack the enemy - would fire at the enemy... and strait through/into your rear shields. So I guess you could say having your own planes attack you is the oldest bug of the mod. But to have them attack you deliberately, no I have not seen that before.

I would like to ask the devs if they have implemented having a ship's (or the player's ship) modules hacked remotely yet, which could explain that. Otherwise, I have absolutely no idea where that could have origionated from.

Also, 5 Tzars plus your own ship?
If you just like taking those "kill an enemy armada" missions, then that makes perfect sense. Need a blasted nuke for those.

Also, what kind of GPU do you have to not cause your computer to violently explode while playing? Mine overheats with just my own Borealis + Raider Dreadnaught warmaster.
♢Gotomtom  [author] Aug 14, 2017 @ 11:29am 
In all honesty, the amouint of planes was getting crazy anyway, its kindoff cool, but the game just gets laggy... then again maybe I should not have given my 5 warmasters a Tzar with 3 times 15 planes...

Quick general question, is it normal for your own planes to target and attack you? They don;t seem to do damage, but it sure as hell feels wierd. Not sure whether that is vanilla or related to the, or any, mod though.
Astarte  [author] Aug 13, 2017 @ 4:54pm 
That said, I would advise anyone helping me to create a text doc with the mod description and to not forget to change the name from "Carriers: Reduxed" to "CarriersReduxed" when preparing to update so you do not create a new version of the mod on the workshop.
Astarte  [author] Aug 13, 2017 @ 4:53pm 
Well, thats what the perk mod is for. Wing size in this mod is going back down to 5.

@zeko_i_mrkva I might just take you up on that. I am one person, and now that college has started, it is clear that I will need to focus completely on my classes in order to pass them. I am making you a co-author of both this and the perk mod. Hopefully I will be able to keep up on maitnence, but it would be damned stupid of my to rely on that chance seeing as how I am already being pulled away.

@Gotomtom the same is open to you, if you are willing to help. It would be a small thing for you to upload any fixes you find as a new update of the mod.
♢Gotomtom  [author] Aug 9, 2017 @ 12:39am 
5 is the max amount of planes in a wing, so it seems. I suppose that means you will need to have the perk increase the amount of planes. I tried this by putting the cougar to 6 planes per wing, which did not work, dropped it down to 5, and I could mount it.
zeko_i_mrkva Aug 9, 2017 @ 12:35am 
Aseron, feel free to contact us if you need assistance in resolving bugs/problems with your mod.
♢Gotomtom  [author] Aug 9, 2017 @ 12:34am 
So the issue with the ships is in the Fighters.wdt (as I expected). As I feared what causes the problem is the amount of planes in the wing. I took your database file and removed the 10 of 3 wings but left it on the others. The result was that the smaller wings could be mounted without issue, the bigger ones could not.

Hope this helps! I have not tested what happens if you have your perk which massively increases the amount, I suppose depending on wether the game calculates the difference before or after buying it may or may not work.
GrayFolxy Aug 8, 2017 @ 4:09pm 
Love your work so thank you
Astarte  [author] Aug 7, 2017 @ 12:25pm 
I will look into that. Sorry, just moved in to the appartments for the summer session of college, and I haven't even had the chance to unpack my computer until now.
♢Gotomtom  [author] Aug 7, 2017 @ 12:31am 
@Katar Starting a new game with the mod does not work, try the destroyer of worlds scenario, you start with a BB and you cannot get wings.

@Tugg, I expected that would work, might be a decent workaround, though I just bought my TZAR so I am sadly out of cash, making it hard to purchase good wings XD
Lovecraftian Dick Monster Aug 6, 2017 @ 10:52pm 
I get the same issue, my only fix so far has been to de-activate the mod, mount the fighters in the hangar, and re-activate the mod. You just can't ever change equipped strike craft while the mod is active.