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Starsector => Mods => Topic started by: DefiasOne on January 07, 2016, 03:34:39 AM

Title: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on January 07, 2016, 03:34:39 AM
(http://avatar.home.xs4all.nl/signatures/hiigaran.png)

Hiigaran Descendants


Excerpts from a millennia-old Captain's Log, The Exile,
Spoiler
6510 GSY (Galactic Standard Year)
Look at what this war got us. The Bentusi are routing us all.
Why are we not giving up? Is this 'core' really worth the lives of millions?
I just got another report. Four of our fleets have just been destroyed around Angel Moon. Four! We can't put up a resistance to the Bentusi! Why aren't our superiors seeing this!

6510 GSY
Our fleet is demolished. Hiigara's military is basically non-existing. Still the damned core hasn't been given to the Bentusi. However, they stopped eradicating us. I guess that's something. But now what. We're helpless. If the treacherous Taiidani would want to make a move at us now, it would be our doom.

6510 GSY
I knew it. Reports are coming in, the Taiidani have started a war against us. That lunatic admiral Riesstiu will not rest until every last of our planets is in his hands.
Where are the Bentusi now? Rumours are they vowed to never wage war again, seeing the massacre they created. But this leaves us unarmed to the mercy of a bloodthirsty wolf!

6510 GSY
Apparently the Bentusi and the Galactic Council forced an agreement with the Taiidani. They stopped hunting our people. Their demand in return, however, is terrible. We are to leave Hiigara and the few planets still in our hands. An exile!
This is maddening. The Bentusi could stop this nonsense if they wanted. Damn their new-found pacifism!

6511 GSY
I've been commanded to captain one of the vessels that will take us away from here.
Most liveable planets are inhabited. Where do they expect us to go?
Seeing the ship I am extremely doubtful if we could even reach the edge of what was once our own space, let alone find an inhabitable planet. These transports were obviously constructed in a hurry.

6519 GSY
It's been years now. Most people are lucky to be sleeping in this rust bucket’s cryochambers. Three ships have already malfunctioned and either exploded or are lifelessly drifting around in space. Poor souls.

6521 GSY
Wormholes. They sometimes appear, only to disappear again years later.
We're near one, a six-month flight.

6521 GSY
I don't think we'll find a new home. Not in this ship and not in this area of space.
We have also been harrassed by the Turani. Eventually we'll have to pass through their space. I have no doubt that we'll be hunted down by them, for sport or for resources.
I've informed my crew that we'll be going through the wormhole, for better or worse. Some of the crew rebelled. I had no choice but to put them in cryostasis. The other captains have now labelled me as insane. Perhaps I am.

6522 GSY
It's been months since we passed through the wormhole. Ship sensors indicate the hole has closed again. We're alone. I am beginning to regret my decision, because, really, where the hell are we? Are we even in the same galaxy?
Hopefully I can hide my feelings from my already tense crew. There might be one bright point in all of this: I sincerely doubt any Taiidan or even Turanic raiders are hiding in this part of space.

6525 GSY
Land ho! Our sensors picked up an M-class planet in a small solar system. Arid, but liveable. Space isn't exactly a giant open planet-buffet, so this planet is what we should aim for.
We have agreed to name it New Hiigara.
We will make landfall within three months and will start opening up cryo chambers shortly after...

6531 GSY
It's been 5 years since the last person was pulled out of stasis. Terraforming and colonizing this planet is going smoothly, thanks to the technology onboard our prison ship. Our first city has already been founded, build out of the ship's hull, and our scientists and engineers are working around the clock to provide our people with advanced technologies.

Arid this planet may be, it's rich in metals.
We've already begun to create our first spaceships to explore the other planets in this star system.

6535 GSY , 2840 Anno Domini,
Incredible! How can this be? I just got reports that one of our recently launched scouts had contact with other humans. Non-Hiigaran or Taiidan humans. How can this be? What are the odds?
Their fleet was massive. Thankfully for us they were somewhat neutral. However, we cannot have any risks. Our council will be commencing a meeting soon to discuss  the start of building our own fleet. In my opinion, the sooner, the better.
[close]

The landfall on New Hiigara:
Spoiler
After sensors picked up the planet that would soon be called New Hiigara, the prison ship Khar-Sala spend three months travelling there due to its low-tech drive engines.
The landing was not without problems. The ship was build like a brick and landed like one. It would never fly again. A great number of people were severely wounded or even died after the harsh landing.

The captain did live to tell the tale. It can be noted that this might have been a bad thing for him, because many of the awoken Hiigarans were not happy after finding out their home planet was out of their reach forever.

Using building-sized air filtration devices, the first thing Hiigaran onboard scientists did was creating a safe breathing perimeter around the ship. Although the air on New Hiigara had oxygen, it was not enough to breathe well, and airborne bacteria needed to be removed as well.

In the following five years this perimeter was increased as more and more people were awoken from cryo-sleep. Around four hundred thousand people were eventually walking around on the planet, either in safe-breathing zones or out in the vast deserts and rocky plates with the help of oxygen masks.

The hull of the Khar-Sala was used to build the first New Hiigaran city, Sala. To date still the largest city on New Hiigara. Now a giant plasti-glass dome, safe from the harsh dry air outside.

It did not take long before Hiigaran scientists and engineers created the first mining drills and metals and a dark-bluish sludge were dug out of New Hiigara's crust. The sludge seemed to be a remnant solution of mass bacteria death, once alive millions of years ago. Until they had the means to manufacture their own synthetic oil this substance would do fine, smearing the giant gears of New Hiigara's rapid growing industry.

In over a hundred years Sala grew to be a gigantic dome, expanding hundreds of miles and two heavy industrial cities were completed. Five gigantic biodomes were created as well, near the planet's few lakes.
Population had boomed and now millions would live in New Hiigara's cities, biodomes and spaceships.

New Hiigara was flourishing.
[close]

The Council of Kiithid:
Spoiler
The Hiigaran people are separated into many houses, or families if you will, called Kiith.
Members of Kiith Ferriil, Gaalsien, Hraal, Jaraci, Kaalel, Magann, Manaan, Nabaal, Paktu, S'jet, Sagald, Siidim, Soban, Somtaaw and Tambuur were all represented onboard the Khar-Sala.

After landfall, the only right thing to do, at least according to the elder people of each Kiith, was to appoint a spokesman, a president, which would represent the Kiith's wishes in dayly council meetings. Fifteen people would represent the Council.
Although most Kiithid had their own political system as well, the Council held the final word.

It is interesting to note that the first agreement the Council made was to banish the Khar-Sala's captain  and every crew member that had agreed to go through the wormhole. The idea that Hiigara could quite possibly not even be in this star system weighted heavily on the New Hiigarans' minds.
[close]

New Hiigara and The Domain:
Written by echosierraalpha
Spoiler
When the New Hiigarans first made contact with the Hegemony shortly after clawing their way back up into the stars, all efforts were made to conceal the location of New Hiigara from the Hegemony in order to safeguard its safety. At the time, the New Hiigarans were not the military and industrial juggernauts they are today and as such, its best defense lies not in its military, but rather in its secrecy. Still, surprised and immensely worried by the huge discrepancy in military might between the two powers, and mindful of possibly becoming a vassal state should the Hegemony chooses to exert its will on the fledgling world, the Council of the Kiithid unanimously voted to use every resource and tap every pool of talent at its disposal in order to establish a potent military capable of fending off any and all threats. The greatest minds of an entire generation – combined with the manufacturing might of Kiith Hraal and Liir, amongst others, were dedicated to the sole, brutal task of creating fleets of ships equal to any navy in the sector.

Even as the New Hiigarans forged its new instruments of war, however, a significant amount of effort was put into contacting and establishing relations with the Hegemony. Through years of successful diplomacy, in no small part due to the efforts of Kiith Manaan, the New Hiigarans slowly came to learn the inner workings of their new home. Tech transfers, star charts, resources and info dumps were traded between the two, as were more esoteric things, like history and art. However, with survival on the forefront of the nation’s agenda, such trivialities were abandoned in favor more pressing and practical concerns.

Years pass, and what was once a civilization that was all but defenseless grew to become a local power that would give even the mighty hegemony pause. However, this rapid level of development was not without its costs. Its people, many of whom were physically, mentally and spiritually spent were getting frustrated. After years of preparing for an attack that never came, and a betrayal from the Hegemony that never materialized, many New Hiigarans grew disillusioned with the Council. Some Kiithid wanted to continue expanding their military, with the hopes of one day becoming the sole power in the sector, while others were more than content with what they had. Eventually, the latter group prevailed, and the New Hiigarans settled on a more leisurely rate of expansion. Factories and shipyards, once dedicated to the construction of military vessels, were now repurposed in order to produce civilian goods, and the brilliant minds that were once tasked to create a new generation of weapons now had the time to pursue their own interests. As such, it wasn’t long before a new discovery was made, one that shook New Hiigara to its very core.

New Hiigaran scholars, for once with time on their hands, poured through the history of the hegemony. Of particular interest to its scholars, in part due to its potential applications for New Hiigara as a newly-established power, is its founding. It is here that they learned of the fall, of the Domain and, most importantly, of the gates. Having lost the ability to create hyperdrives, and with no access to a core, the New Hiigarans had to resort to using the same wormholes that the locals use for extra-solar travel. These wormholes, while extremely useful as a mode of local travel, were simply not sufficient to travel across galaxies, let alone between them. Thus, when the Hiigarans learned of the Domain of man and of its wondrous gates capable of hurling a ship across the galaxy in an eye blink, it didn’t take much for the New Hiigarans to realize its potential applications. In particular, should the new Hiigarans discover the secrets of the gates, they may well find a means to return home.

 Up until that revelation, any and all attempts at returning to Hiigara was seen as an impossible endeavor. The massive wormhole that brought them here from another galaxy has since collapsed, and what few wormholes that did remain only led to local areas. As a result, when the news of the discovery broke, the entire population was once again galvanized. However small a chance of success, the mere possibility of returning to Hiigara someday was enough to send morale soaring. The men and women of New Hiigara who, mere months ago, were adrift without purpose or guidance threw themselves at their work once again, this time not out of fear, but out of hope. For the second time within a generation, the entire populace pooled its resources for a singular goal – to gather the resources and the knowledge necessary to return to their home world.

Unfortunately, this new wave of expansion did not go unnoticed by the locals. Ever since the Hegemony discovered the location of New Hiigara, The Navy had kept a close eye on the growing power. Though the Hegemony does not have the resources to take over the growing power without taking severe casualties in the process, it was always comforted by the knowledge that, when push comes to shove, they would come out on top. However, this new, rapid pace of expansion threatens to upset this status quo, and it wasn’t long before Hegemony High Command dispatched a massive fleet to the area as a way to send a strong message to the Hiigarans, as well as act as a delaying force should the Hiigarans initiate hostilities.

The deployment of such a large fleet, however, was not without its own unintended consequences. Rumors were abound on the final destination of the fleet, even before it left its moorings. Many of these rumors were nothing more than exaggerations and flights of fantasy, while others came dangerously close to its mark. In either case, curious adventurers, bold explorers and greedy pirates were already waiting by the time fleet left the port, and despite the best abilities of the Hegemony fleet, they were unable to shake the fleets of ships tailing them. Despite the compromised nature of their mission, however, the fleet was given the go-ahead to transit to the outskirts of Hiigarans space and establish a forward operating base in a nearby star system. Alarmed both by the presence of the Hegemony fleet and the unknown fleets tailing it, and fearing an imminent invasion, the New Hiigarans placed their forces on high alert and cut all ties with the Hegemony, and while the two powers have not yet shown any signs of overt hostility towards each other, both treat the other with suspicion: one driven by seeing the other as a growing threat to its rule, the other as would be conquerors who brought with them the dregs and criminal elements of their society in order to spread lawlessness and terror in what was once a quiet corner of the sector.
[close]

Credits:
Spoiler
Huge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell (http://www.matrixgames.com/forums/tm.asp?m=2845072)

Original image used for portraits:
Guesscui (http://cghub.com/images/view/141304) (Link has died.)

Planet art:
Duael Designs LLC & Robert Stein (http://freebitmaps.blogspot.nl) - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal

Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard (http://fractalsoftworks.com/forum/index.php?topic=3173.0) <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.

Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper
[close]

Tools used:
Spoiler
- Trylobot's STARSECTOR Ship Editor, (http://fractalsoftworks.com/forum/index.php?topic=375.0)
- Saved Variant Extractor, (http://fractalsoftworks.com/forum/index.php?topic=5463.0)
- NetBeans IDE 7.3.1,
- Adobe Photoshop CS5,
- OpenOffice Calc 3.4.1, the poor man's MS Excell. Well, at least it worked, sort of.
- Notepad++
[close]

Screenshots:
Spoiler
The Qwaar, in all its glory:
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen1.png)
Empty the batteries!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen2.png)
The Jnaar in action. Incidentally, it got ripped to shreds.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen3.png)
My face! It's melting!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen4.png)
My gun is bigger than yours.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen5.png)
Home sweet home.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen6.png)
Letting out the dogs.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen7.png)
[close]

Huge picture with all ships in it:
Spoiler
(http://avatar.home.xs4all.nl/downloads/Starsector/HDShips.png)
[close]

Download:
[Direct Link] (http://avatar.home.xs4all.nl/downloads/Starsector/HD_062a_v110.rar) (0.62a) //Legacy Link
[LazyLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
[ShaderLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=7958.0)

I hope you'll enjoy it!

- Gotcha!

In order to avoid further hassle with the old thread I've decided to create a new one which I can update when needed.
Since I really liked the Hiigarans and The Bushi mods, I've decided to bring them up speed for the current version. Before anyone asks, I have the permission of the original author.

Hiigaran Descendants: To be updated.

Changes:
- Buffed all ships slightly in the hull and armor department.
- Increased burn speeds to enable the use of the new sensor mechanics.
- Added ShaderLib effects to all projectiles.
- Tweaked tactical speeds to be more sane.


Known issues so far:
Some have reported having crashes when launching the game with these mods. I suggest using Java 8 in your Starsector JRE folder if you encounter these crashes.
Hiigarans won't play nice with Fleaden mod (Fixed)
Hiigarans works with Nexerelin but will crash if the Corvus option is selected.


I'd like to actually add more to what currently exists possibly adding a few new ships/weapons to both mods, but that will come later after I've also revamped Bushi.
Any ideas or suggestions are greatly appreciated.
I haven't had a lot of time to test the ships vs current vanilla/mod variants so I don't know if they still stack up well vs the rest of the Modverse.

Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 07, 2016, 03:34:53 AM
(http://avatar.home.xs4all.nl/downloads/Starsector/bushimain.png)

The Three Laws of Robotics:
Spoiler
- A robot may not injure a human being or, through inaction, allow a human being to come to harm.
- A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
- A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
[close]

The Creation of Bushi:
Spoiler
Industrial giant Robotto Gyokai, having build the finest androids to date, had just finished its latest android: Bushi.
Bushi can handle over a million commands and has the processing power that even exceeds that of some modern battleships.
It is roughly 55% stronger than an average person and its fine hydraulics could even make the greatest surgeon envious.

Unfortunately, Bushi's creator, Yasei Kureiji, was so smitten with his latest design, he did the unthinkable.

The gates closed. War broke out.

Some factions did not like the idea of a possible army of androids and the planet home to Robotto Gyokai was bombed.
Millions perished. There were no survivors.

That is, no human survivors.

Three weeks before the planet's orbital bombardment, Kureiji reprogrammed one of his Bushi creations. It would no longer follow the three laws.
Instead, the android had Bushi's blueprints added to its memory so it could replicate itself. Survival became its main priority.
Send off in a small spaceship, Bushi went to search for its own happiness, if such a thing would exist for a robot.

No one saw Bushi again until around cycle 98, where a fleet of never seen before ships made short work of a small Hegemony fleet.
Bushi had returned with thousands of copies and in order to secure its ongoing existence all organisms would need to die.
[close]

Credits:
Spoiler
Original ship art: (used with permission)
Kalthaniell (http://www.matrixgames.com/forums/tm.asp?m=2845072)
Original image used for portraits:
Digital Art Gallery (http://digital-art-gallery.com/picture/gallery/cyborg)
Planet art:
Duael Designs LLC & Robert Stein (http://freebitmaps.blogspot.nl)
Raiu main weapon effect: xenoargh, with a thank you to MesoTroniK
[close]

Screenshots:
Spoiler
Pew pew pew!
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen1.png)

Carrier? Pff, them lazy buggers can fly themselves.
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen2.png)

I've got a present for you! =^_^=
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen3.png)

Pew.
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen4.png)

Torpedoes away!
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiScreen5.png)
[close]

Picture with all ships in it:
Spoiler
(http://avatar.home.xs4all.nl/downloads/Starsector/BushiShips.png)
[close]

Download:
[Direct Link] (0.62a) (http://avatar.home.xs4all.nl/downloads/Starsector/Bushi_062a_v111.rar) //Legacy Link
[LazyLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
[ShaderLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=7958.0)

Enjoy!
- Gotcha!

Experimental:To be updated.

Changes:
- Burn speeds brought in line with 0.7.1a.
- Slight stat tweaks.
- Added proper nexerelin support.

Its not been tested enough gameplay wise !

LE:
Kadur Theocracy - IT'S ALIVE !!!
Spoiler
To be updated.
[close]
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Snrasha on January 07, 2016, 01:03:22 PM
Homeworld <3 my first space strategy game.

Thank you.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Spoorthuzad on January 07, 2016, 01:33:17 PM
I loved bushi! It was one of the first batch of faction mods I played!
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: sycspysycspy on January 07, 2016, 05:34:48 PM
That's what I am talking about :D
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Phearlock on January 07, 2016, 06:13:14 PM
Some quick observations on hiigaran ships so far: Frigates seem very powerful for their purchasing cost, their maintenance and deployment cost seems good though, most of their other combat ships (cruisers and frigates seem the main culprits) could also use a cost increase.

Burn speed and combat speed of all hiigaran ships in general seems exceedingly fast (with even the superfreighter and dreadnought rocking a speed of 90, faster than almost all vanilla and modded cruisers.) Burn speeds should probably be brought into line with the norm (10 for frigates, 9 destroyers, 8 cruisers, 7 supercaps, +1 if ship is a light version of said class). At the moment having Hiigaran cruisers be about 4 burn levels than than their vanilla/mod counterparts is ridiculous.

Weapon balance seems ok and not in need of much changing. Though I have not had a chance to test the larger guns yet their flux/damage/range seems in line with vanilla weapons for balance. Possibly slightly too high turn rate on the larger turrets. If their speed is reduced they may need slightly longer range on some of their medium/large guns.

With the prevalence of cruisers in this faction I'd like some more variance in speed and supply cost for that class of ship to make them have a bit less overlap. More variance in shield efficiency/strength and armor rating would also be nice (the homeworld games never really featured much in the way of shields, so seeing most ships move over to being more armor-favored with less efficient shields wouldn't be out of line at all).
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: ProdigyToby on January 07, 2016, 11:12:37 PM
  Awesome!  Can't wait for the Bushi!
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Ced23Ric on January 08, 2016, 03:05:33 AM
Burn speed and combat speed of all hiigaran ships in general seems exceedingly fast (with even the superfreighter and dreadnought rocking a speed of 90, faster than almost all vanilla and modded cruisers.) Burn speeds should probably be brought into line with the norm (10 for frigates, 9 destroyers, 8 cruisers, 7 supercaps, +1 if ship is a light version of said class). At the moment having Hiigaran cruisers be about 4 burn levels than than their vanilla/mod counterparts is ridiculous.

Weapon balance seems ok and not in need of much changing. Though I have not had a chance to test the larger guns yet their flux/damage/range seems in line with vanilla weapons for balance. Possibly slightly too high turn rate on the larger turrets. If their speed is reduced they may need slightly longer range on some of their medium/large guns.
You step away from the engines right now, good sir. I like to go fast and I will defend this until my dying breath. ;D

Jokes aside, the Hiigarans as they are right now sport some of the shorter range weaponry with less flux efficiency/DPS than other factions. The large pulsar projectiles fly very slowly, and even the burstgun/minigun projectiles take their sweet time to connect. Turn rates, on the other hand, are intense - to the point of being ridiculous. Regardless, the weaponry combined with a rather average maneuvering, makes Hiigarans rather muted in their aggression potential. I feel like the speed is their gap closer, and what makes them viable as a faction and is a core characteristic I very much appreciate. Increasing weapon ranges and slowing them down would only roll them back into a same-ish feel with vanilla factions.

I do agree that some of the deployment/upkeep costs could see adjustment, though. Both in the aspect of more variance for different ships of one class (50, 50, 50, 50, 25, 25, 25, 25 leaves precious few room for variation) and in the general logistics load a fleet creates. Right now, Hiigarans are very cheap to sustain, and that doesn't feel right.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Phearlock on January 08, 2016, 06:58:23 AM
It's a fair point with their base weapons being so short range. But I feel this does run into the issue of: they have enough OP and weapon mounts that if you then equip their ships with vanilla weapons they suddenly lose this disadvantage while keeping their massive speed, thus becoming ridiculously strong when used by the player. Maybe rolling the combat speed into a unique hull mod that reduces/limits weapon range could be an idea? Being able to jet around in a cruiser at 200+ speed while happily picking away with a storm needler feels very wrong.

I'm all for a fast, short range faction. But that would be very far from the ponderous and slowly maneuvering ships of the homeworld series this is inspired by.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Ced23Ric on January 08, 2016, 08:25:14 AM
So, hullmod, -20% range, +20% speed, buff all Hiigaran weapons by 20% range? Is that what you are proposing? Just spitballing here.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Phearlock on January 08, 2016, 09:42:14 AM
I have no idea what numbers it should be and if it's a good idea to do it with a flat % or more like "hybrid weapons longer than X range have their range reduced". But something like that, yeah. Maybe not even put this hullmod on all hiigaran ships, I'd assume they won't stay as fast in combat as they are now (as you can still give them all a flat 30% speed reduction and still have them be faster than 90% of ships in their class).
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Takion Kasukedo on January 08, 2016, 05:35:29 PM
I do think the Accelerated Pulsar should have a definitive factor over the Autopulse, due to it having less DPS, but the exact same stats as the Autopulse Laser.

Probably much more shots per minute (1200, mabye?), but damage being the same, with more charges, less regeneration per minute and more range?

I'm thinking rapid fire capabilities and massive burst damage potential, but with a limited munition supply that takes some time to reload fully.

Lemme know what you think.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 09, 2016, 01:41:02 AM
I do think the Accelerated Pulsar should have a definitive factor over the Autopulse, due to it having less DPS, but the exact same stats as the Autopulse Laser.

Probably much more shots per minute (1200, mabye?), but damage being the same, with more charges, less regeneration per minute and more range?

I'm thinking rapid fire capabilities and massive burst damage potential, but with a limited munition supply that takes some time to reload fully.

Lemme know what you think.

I feel that the weapons are ok as they are for now. The tactical speeds of the ships are bigger because the general range of Hiigaran navy ships are quite small.
I've thought about splitting the ship tree into 2 tiers, A navy tier which has a few variants on the same ship, with built in weapons from the Hiigarans, and a civilian/commercial which has reduced stats across the board but can be retrofitted with any weapons in the game.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Mazuo on January 09, 2016, 03:05:22 AM
Considering the limited number of Hiigaran weapons I like the idea of the built-ins.  The singularity cannon seemed anemic in use, not sure why as the numbers looked basically okay.  It felt like it was just plinking away at ships though, perhaps it's just the graphic and lack of enough attention from me.

At least one more medium energy weapon would be nice to have as the sustained energy beams are very flux-intensive and it's rough putting numerous of them on one ship because there's no other faction weapon available.

I'm not sure the shields should be as good as they are, but considering they don't have a custom hullmod for their faction it's very helpful.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Kebabtschi on January 09, 2016, 04:13:51 AM
Hi, i think i have fixed a/the problem with Fleaden mod. It is due to the same java File/Class Name in both mods and i think because there are both public (but not sure... i am not so skilled in coding ;) ).
Just changed the name of
"...Starsector\mods\Hiigaran Descendants\data\scripts\world\addMarketplace.java" to "...world\AddMarketplace.java"
and in Line 9 in the same File addMarketplace -> AddMarketplace

Also in the File ...Starsector\mods\Hiigaran Descendants\data\scripts\world\HiiPolarisGen.java
Changed:

Line 25   import data.scripts.world.addMarketplace; -> import data.scripts.world.AddMarketplace;
Lines 137, 153, 170, 184, 195  addMarketplace.addMarketplace -> AddMarketplace.addMarketplace

I hope that was everything i changed for me. After the changes there was no error.
Hope this solves the whole Problem
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Ced23Ric on January 09, 2016, 04:41:26 AM
There is a similar entry by another user on the Fleaden mod. I changed the Fleaden's market to "F_AddMarket..." and that covered it.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 09, 2016, 04:46:54 AM
That particular problem is fixed in the next update.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 09, 2016, 06:06:26 AM
Experimental version of Bushi is up !  ;D
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Cycerin on January 09, 2016, 09:09:06 AM
>Bring Hiigarans back
>Actually *buff* the ships

Dude.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Ced23Ric on January 09, 2016, 11:18:49 AM
Dude.
Cycerin, you out of all people should know that going fast is important. I am sure that /tfg/ tought us all valueable lessons.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Piemanlives on January 09, 2016, 11:39:25 AM
Hold on! How did I miss this project!?

That aside I LOVE YOU!
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Takion Kasukedo on January 09, 2016, 12:51:03 PM
Well, I must ask this question of inevitability.

Since it's compatible with Nexerelin, when is the selectability of Bushi going to arrive? (Not Corvus, I haven't played that yet)
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Phearlock on January 09, 2016, 01:52:59 PM
Ok after having a done a Nexerelin campaign and actually gotten to try all the ships.

There are a few serious balance issues with this mod that kinda detracts from the challenge.

The point defense weapons on the dreadnought alone could tear through a cruiser with ease. With a few support weapons on autofire it easily holds up by itself against a full fleet of Diable avionics fighters (which usually reliably overwhelm most unsupported capships). I'm not very good at this game but I had no issue tearing through entire defense fleets with only a single player controlled dreadnought (which is only 300k-ish credits for some reason).

Sorry DefiasOne but I don't think this faction needed these buffs at all...
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 09, 2016, 03:37:57 PM
>Bring Hiigarans back
>Actually *buff* the ships

Dude.

I'm sorry i don't quite follow  ???
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 09, 2016, 03:39:34 PM
Well, I must ask this question of inevitability.

Since it's compatible with Nexerelin, when is the selectability of Bushi going to arrive? (Not Corvus, I haven't played that yet)

I'll need to play with both mods some more while having Nexerelin active. Can't specify exactly when that will come unfortunately.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Cycerin on January 09, 2016, 04:20:57 PM
I'm sorry i don't quite follow  ???

The faction is a tad powerful.

e: Basically, if the best possible gameplay is your goal, it should have been toned down, not strengthened.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Dark.Revenant on January 09, 2016, 04:22:15 PM
I'm sorry i don't quite follow  ???

The faction is a tad powerful

No, Blackrock is a tad powerful.  Hiigarans are OP as hell.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Toxcity on January 09, 2016, 04:26:02 PM
Yeah, some things such as their destroyers being faster than the vanilla frigates, in both the campaign and combat, is a good example.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Takion Kasukedo on January 09, 2016, 06:17:57 PM
One thing i've noticed...

HOLY SHRIKE THOSE BUSHI SHIPS ARE SLOW IN BURN SPEED.

Never before have I seen burn speeds that slow @_@

Is there a reason for this?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Toxcity on January 09, 2016, 07:13:35 PM
Bushi hasn't been updated for 0.7.1a, so they're still using their 0.6.5a burn speeds.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: ValkyriaL on January 09, 2016, 07:32:56 PM
Im fairly sure the large Particle cannon or whatever it's called that comes standard on many of the Hiigaran capitals and cruisers was the most powerful weapon in all of starsector, and it probably still is. not to mention many of their ships being near godlike, With these buffs they could easily give ORI a run for their money.

Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Takion Kasukedo on January 09, 2016, 08:19:34 PM
Im fairly sure the large Particle cannon or whatever it's called that comes standard on many of the Hiigaran capitals and cruisers was the most powerful weapon in all of starsector, and it probably still is. not to mention many of their ships being near godlike, With these buffs they could easily give ORI a run for their money.



You mean the Singularity Cannon?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Nanao-kun on January 09, 2016, 10:21:44 PM
Im fairly sure the large Particle cannon or whatever it's called that comes standard on many of the Hiigaran capitals and cruisers was the most powerful weapon in all of starsector, and it probably still is. not to mention many of their ships being near godlike, With these buffs they could easily give ORI a run for their money.


I thought the strongest was the Neutrino Phased Array Cannon?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 10, 2016, 01:23:17 AM
Tweaks coming later today.

LE: Up.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: ProdigyToby on January 10, 2016, 03:39:50 AM
  Some things I noticed with the bushi.  The "Chigiriki" destroyers AI appears to not want to engage any enemies?  It maintains a pretty considerable distance in my game, at all times, for some reason.  This is a problem because the range of the weapons in their class of ships is pretty small, that goes for some of the medium slot weaponry as well.  I found the rail cannons range to be a tad short for a medium slot beam, taking hull mods to help this is pretty much mandatory.  The other destroyer, "tachi", seems to engage enemies fine but is also cautious and remains at a certain range which makes it difficult for their weapons to fire, in my experience.

  Edit:  Theres a more pressing matter actually, the burn speeds need to be adjusted.  A max burn of 3 for capital ships is kind of ridiculous, and with the new update centered around burn speeds its pretty impossible to catch anything.

  Edit again: just saw the update.  The 6 burn for the carriers/bombers is a little too much, in my opinion.  I understand Bushi fighters are extremely good, but  all this really does is make it so players just bring another faster carrier, the majority of players just won't want to deal with that 6 burn speed.  right now from my experience 9 is typically stray frigate fleets, 8 is destroyer fleets, and 7 is around cruisers/capital ships/everything else.  Even with hull mods you're looking at a slow 7 maximum burn, when I probably don't just speak for myself when I say I mod all my capitals to bring them to at least an 8 maximum burn because at 7 burn you're not catching anything, and at 6 you would struggle to even catch the heaviest of npc fleets.  Pretty much the only time you would use Bushi carriers is when an npc is stupid enough to fight you and come to you instead, when you could have the chase potential as well with a different carrier.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: grinningsphinx on January 11, 2016, 07:25:39 PM
90 for a dreadnought is ...nah...Unless it has some serious drawback...speed has to come at the expense of something else.  Light cruisers are considered fast at 90, some are 75
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 11, 2016, 11:51:35 PM
90 for a dreadnought is ...nah...Unless it has some serious drawback...speed has to come at the expense of something else.  Light cruisers are considered fast at 90, some are 75

What ship are you referring to? The Sajuuk-Khar has a tac speed of 45.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Takion Kasukedo on January 12, 2016, 02:57:39 PM
So, got the Higonokami, which strangely doesn't have a class...

I deploy it in a battle and got this error, which is possible from one of two things.

Spoiler
3668868 [Thread-5] INFO  data.scripts.plugins.AIW_ForcefieldPlugin  - Forcefield plugin initialized
3668868 [Thread-5] INFO  data.scripts.plugins.AIW_GravityDrainPlugin  - Gravity drain plugin initialized
3713588 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.Õ00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
   at com.fs.starfarer.combat.new.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.new.a.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

1: It's the Higonokami that is unselectable in battle, with 0 OP and so forth.

2: Or, it's the Openok.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 13, 2016, 03:36:19 AM
So, got the Higonokami, which strangely doesn't have a class...

I deploy it in a battle and got this error, which is possible from one of two things.

Spoiler
3668868 [Thread-5] INFO  data.scripts.plugins.AIW_ForcefieldPlugin  - Forcefield plugin initialized
3668868 [Thread-5] INFO  data.scripts.plugins.AIW_GravityDrainPlugin  - Gravity drain plugin initialized
3713588 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.Õ00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
   at com.fs.starfarer.combat.new.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.new.a.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

1: It's the Higonokami that is unselectable in battle, with 0 OP and so forth.

2: Or, it's the Openok.

Higonokami is supposed to be just a fighter/bomber wing, are you saying you have a single ship that you can see in the refit screen?

I've deployed a wing of these and it didn't crash for me.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 13, 2016, 03:39:27 AM
I'm trying to wrap my head around balancing the Economy of the factions and so far I've managed to destabilize the market as a result. Could anyone provide some input on this?

For example at present the bushi have little to no active fleets in their systems.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Takion Kasukedo on January 13, 2016, 07:30:50 AM
So, got the Higonokami, which strangely doesn't have a class...

I deploy it in a battle and got this error, which is possible from one of two things.

Spoiler
3668868 [Thread-5] INFO  data.scripts.plugins.AIW_ForcefieldPlugin  - Forcefield plugin initialized
3668868 [Thread-5] INFO  data.scripts.plugins.AIW_GravityDrainPlugin  - Gravity drain plugin initialized
3713588 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.Õ00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
   at com.fs.starfarer.combat.new.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.new.a.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

1: It's the Higonokami that is unselectable in battle, with 0 OP and so forth.

2: Or, it's the Openok.

Higonokami is supposed to be just a fighter/bomber wing, are you saying you have a single ship that you can see in the refit screen?

I've deployed a wing of these and it didn't crash for me.

Yes, it was a single deployable ship, it wasn't selectable, and when it was deployed while the round started the error popped up.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 13, 2016, 11:11:56 AM
So, got the Higonokami, which strangely doesn't have a class...

I deploy it in a battle and got this error, which is possible from one of two things.

Spoiler
3668868 [Thread-5] INFO  data.scripts.plugins.AIW_ForcefieldPlugin  - Forcefield plugin initialized
3668868 [Thread-5] INFO  data.scripts.plugins.AIW_GravityDrainPlugin  - Gravity drain plugin initialized
3713588 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.cancelCurrentManeuver(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.super(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.Õ00000(Unknown Source)
   at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
   at com.fs.starfarer.combat.new.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.new.a.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

1: It's the Higonokami that is unselectable in battle, with 0 OP and so forth.

2: Or, it's the Openok.

Higonokami is supposed to be just a fighter/bomber wing, are you saying you have a single ship that you can see in the refit screen?

I've deployed a wing of these and it didn't crash for me.

Yes, it was a single deployable ship, it wasn't selectable, and when it was deployed while the round started the error popped up.

Hmm can't seem to reproduce this.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Takion Kasukedo on January 13, 2016, 02:43:19 PM
Well, it started when I reached a sector in my newest Nexerelin Playthrough a month after the first month on Extra Fast Start.

I reached a sector with 2-3 planets and 3 stations in it.

Bushi was one of the stations, Metelson was another & P9 Colony Group was the 3rd.

Bushi had the Higonokami in the Black Market section of the station, since there were only two sections. There was also a Katana and some Bushi Tugs.

That's as far as I can remember.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 14, 2016, 05:33:12 AM
Does it still happen? You could give me the save game to take a look.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: Takion Kasukedo on January 14, 2016, 08:18:14 AM
Does it still happen? You could give me the save game to take a look.

Well, I would have to find it to show you, I decided to not get the ship again, which makes things more complicated, first thing i'll do is give the save file when I find it again.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: FelixG on January 16, 2016, 08:58:16 PM
I seem to be running into a strange problem.

All of the Hiigaran planets and bases are woefully undersupplied. None of them have crew, fuel, or supplies available at any time.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 17, 2016, 03:19:39 AM
I seem to be running into a strange problem.

All of the Hiigaran planets and bases are woefully undersupplied. None of them have crew, fuel, or supplies available at any time.

Yeah i'm still trying to figure out how to balance their markets.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: omatkoicorko on January 18, 2016, 02:14:18 AM
hi,

i have really high reputation with Hiigarans but i cant find Sajuuk-Khar yet, does some one could tell me how i can get it ?

regards.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 18, 2016, 03:17:35 AM
hi,

i have really high reputation with Hiigarans but i cant find Sajuuk-Khar yet, does some one could tell me how i can get it ?

regards.
I already bought this ship.

It seldom appears in shop. You can receive it on military market. Fly between markets of fraction in 2-3 different system and on one of them you will be able to receive this ship.

The market in system is updated at that moment when you take off from system and you visit the market in 2-3 others. The shop is updated much more slowly then when you are in system.

Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: omatkoicorko on January 18, 2016, 03:30:28 AM
maybe thats a way, ok thanks i will spam my visits then :)

regards.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 18, 2016, 10:17:07 AM
Finally managed to make the markets sane again.

Nexerelin corvus support is next on the list.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: omatkoicorko on January 18, 2016, 03:30:43 PM
also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 18, 2016, 05:25:54 PM
also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod
Now at Hiigaran isn't present comission and to lift reputation it is problematic. You need to wait for any bounty event this fraction and to destroy the ships hostile to Hiigaran in bounty event system. If you had "Nexelerin" that it was possible to use prisoners for increase of reputation.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 18, 2016, 05:28:25 PM
Finally managed to make the markets sane again.

Nexerelin corvus support is next on the list.
Whether and there will be a change of other details mod? For example balance of the ships?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: passwalker on January 18, 2016, 06:01:21 PM
hey guys, just started new game with HD, also played before. those BigLaserShips - Skaal & Black Swan - are awesom, but they have one serious drawback -turning. lasers turn very slow and cant turn while firing so you cant turn laser to aim. and when you finally manage to turn your ship towards enemy - nope, you cant fire, laser is fasing sideways. really frustrating. mb it would be better to make laser turnable while firing and buff turning rate? or make it not turnable at all?
p.s. didnt ride it yet, but sajuuk probably has the same problem
p.p.s. made skaal laser hardmounted. now i can finally snipe those annoying wolfes. ;D
p.p.p.s. actual hiigaran ion frigate has hull integrated laser, not a turret:
Spoiler
(http://i.imgur.com/Lc6FwXb.jpg)
[close]
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: omatkoicorko on January 19, 2016, 12:51:07 AM
also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod
Now at Hiigaran isn't present comission and to lift reputation it is problematic. You need to wait for any bounty event this fraction and to destroy the ships hostile to Hiigaran in bounty event system. If you had "Nexelerin" that it was possible to use prisoners for increase of reputation.
thanks! seems it will take ages :P
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 19, 2016, 03:50:54 AM
hey guys, just started new game with HD, also played before. those BigLaserShips - Skaal & Black Swan - are awesom, but they have one serious drawback -turning. lasers turn very slow and cant turn while firing so you cant turn laser to aim. and when you finally manage to turn your ship towards enemy - nope, you cant fire, laser is fasing sideways. really frustrating. mb it would be better to make laser turnable while firing and buff turning rate? or make it not turnable at all?
p.s. didnt ride it yet, but sajuuk probably has the same problem
p.p.s. made skaal laser hardmounted. now i can finally snipe those annoying wolfes. ;D
p.p.p.s. actual hiigaran ion frigate has hull integrated laser, not a turret:
Spoiler
(http://i.imgur.com/Lc6FwXb.jpg)
[close]

The Skaal laser systems are very powerful... they need some drawbacks.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: passwalker on January 19, 2016, 04:26:07 AM
The Skaal laser systems are very powerful... they need some drawbacks.
well, making turnable laser into fixed one is _tecnically_ a nerf, no? ::)  if the point of this annoing "drawback" was to make firing slower then why not reduce an actual firerate? and its not like they are powerful, compared to blackrock AM_lance or Spire PlasmaSiegeCannon or Templars ROLAND and Joyece or LuddicPath Redeemer... almost every faction has some overpowered oneshot weapons, Hiigarans just happen to build them into almost defenceless ships with low fluxpool compared to flux/shot cost.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 19, 2016, 04:29:14 AM
The Skaal laser systems are very powerful... they need some drawbacks.
well, making turnable laser into fixed one is _tecnically_ a nerf, no? ::)  if the point of this annoing "drawback" was to make firing slower then why not reduce an actual firerate? and its not like they are powerful, compared to blackrock AM_lance or Spire PlasmaSiegeCannon or Templars ROLAND and Joyece or LuddicPath Redeemer... almost every faction has some overpowered oneshot weapons, Hiigarans just happen to build them into almost defenceless ships with low fluxpool compared to flux/shot cost.

I wouldn't call the Sajuk-Khar defenseless, the other one though is a different story.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 19, 2016, 04:57:49 AM
also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod

Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 19, 2016, 05:39:08 AM
also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod

Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.
It is very good, now it will be much simpler to force a galaxy to the knees.

And question: I noticed that you began work on revival "Kadur Theocracy". How there are affairs over it? You already made a lot of things having added Hiigaran and Bushi.

P.S. You could tell as you made them compatible to 0.7.1? I would like to update compatibility 'Project Valkyrie" and "Blue & Red" but I don't know as.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 19, 2016, 06:06:49 AM
also one more question, i cannot earn more than 56 reputation for hiigaran now, no missions gives mote rep and i stuck with 56/100... how i can rise my reputation? i have starsector + mod

Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.
It is very good, now it will be much simpler to force a galaxy to the knees.

And question: I noticed that you began work on revival "Kadur Theocracy". How there are affairs over it? You already made a lot of things having added Hiigaran and Bushi.

P.S. You could tell as you made them compatible to 0.7.1? I would like to update compatibility 'Project Valkyrie" and "Blue & Red" but I don't know as.

I can't update mods that the authors won't authorize me to work with.   Kadur is about 60% done for 0.7.1. A lot of stuff has to be modified to make it work, I'll probably release it along with the next patch for Bushi and Hiigarans.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 19, 2016, 06:13:15 AM
Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.
It is very good, now it will be much simpler to force a galaxy to the knees.

And question: I noticed that you began work on revival "Kadur Theocracy". How there are affairs over it? You already made a lot of things having added Hiigaran and Bushi.

P.S. You could tell as you made them compatible to 0.7.1? I would like to update compatibility 'Project Valkyrie" and "Blue & Red" but I don't know as.

I can't update mods that the authors won't authorize me to work with.   Kadur is about 60% done for 0.7.1. A lot of stuff has to be modified to make it work, I'll probably release it along with the next patch for Bushi and Hiigarans.

I.e. their authors still plan to work on them?

And a question on "Kadur Theocracy". In it to fashion of interesting things (described in features) they will work?

Quote
Features:
The Kadur Theocracy, a remote and isolated religious utopia or a tyrannical and xenophobic despotism, depending on your viewpoint!
The Qamar Insurgency, a motley crew of rebels and terrorists or brave freedom fighters, depending on your viewpoint!
3 new star systems, including new stations!
26 new ship classes including 6 new fighter and corvette hulls, all balanced for vanilla play!
16 new weapons balanced against existing offerings!
6 new ship systems!
Uomoz's Sector compatibility!
Exerelin compatibility!
Integrated relationships (mostly hostile!) with popular mod factions!
Gedune raiders to harass Kadur fleets if you have the Gedune installed!
Shadowyards Heavy Industries trading convoys to resupply Kadur stations and vice versa if you have SHI installed!
Junk Pirates scavengers to attack Kadur shipping if you have Junk Pirates installed!
ASP Syndicate shipping to the new systems to escort or pirate if you have ASP Syndicate installed!
Blackrock Driveyards corporate trading and warfare fleets to blow up and be blown up by if you have BRDY installed!
Gigantic "boss" fleets to blow up your Onslaughts against!
A developer who is pretty much in love with Starsector and won't be leaving anytime soon!
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 19, 2016, 06:31:29 AM
Commissions will be available in the next patch alongside a more sane market and some minor ship/weapons tweaks.
It is very good, now it will be much simpler to force a galaxy to the knees.

And question: I noticed that you began work on revival "Kadur Theocracy". How there are affairs over it? You already made a lot of things having added Hiigaran and Bushi.

P.S. You could tell as you made them compatible to 0.7.1? I would like to update compatibility 'Project Valkyrie" and "Blue & Red" but I don't know as.

I can't update mods that the authors won't authorize me to work with.   Kadur is about 60% done for 0.7.1. A lot of stuff has to be modified to make it work, I'll probably release it along with the next patch for Bushi and Hiigarans.

I.e. their authors still plan to work on them?

And a question on "Kadur Theocracy". In it to fashion of interesting things (described in features) they will work?

Quote
Features:
The Kadur Theocracy, a remote and isolated religious utopia or a tyrannical and xenophobic despotism, depending on your viewpoint!
The Qamar Insurgency, a motley crew of rebels and terrorists or brave freedom fighters, depending on your viewpoint!
3 new star systems, including new stations!
26 new ship classes including 6 new fighter and corvette hulls, all balanced for vanilla play!
16 new weapons balanced against existing offerings!
6 new ship systems!
Uomoz's Sector compatibility!
Exerelin compatibility!
Integrated relationships (mostly hostile!) with popular mod factions!
Gedune raiders to harass Kadur fleets if you have the Gedune installed!
Shadowyards Heavy Industries trading convoys to resupply Kadur stations and vice versa if you have SHI installed!
Junk Pirates scavengers to attack Kadur shipping if you have Junk Pirates installed!
ASP Syndicate shipping to the new systems to escort or pirate if you have ASP Syndicate installed!
Blackrock Driveyards corporate trading and warfare fleets to blow up and be blown up by if you have BRDY installed!
Gigantic "boss" fleets to blow up your Onslaughts against!
A developer who is pretty much in love with Starsector and won't be leaving anytime soon!

Most of those features are old and don't apply anymore, right now i'm focusing on getting them up and running, balance their market systems, balance the ships to fit the 0.7.1 change.
The Kadur will have allies and enemies and you'll be able to do commissions for them.
It is nexerelin compatible but at present all of the mods(that I've worked with) crash for some reason when using the Corvus Mode option.

As for new features those will come at a later date.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 19, 2016, 06:58:45 AM
Most of those features are old and don't apply anymore, right now i'm focusing on getting them up and running, balance their market systems, balance the ships to fit the 0.7.1 change.
The Kadur will have allies and enemies and you'll be able to do commissions for them.
It is nexerelin compatible but at present all of the mods(that I've worked with) crash for some reason when using the Corvus Mode option.

As for new features those will come at a later date.
In Nexerelin topic I stated to a subject the assumption concerning these breakages.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 19, 2016, 08:47:41 AM
Most of those features are old and don't apply anymore, right now i'm focusing on getting them up and running, balance their market systems, balance the ships to fit the 0.7.1 change.
The Kadur will have allies and enemies and you'll be able to do commissions for them.
It is nexerelin compatible but at present all of the mods(that I've worked with) crash for some reason when using the Corvus Mode option.

As for new features those will come at a later date.
In Nexerelin topic I stated to a subject the assumption concerning these breakages.

It was indeed an issue of having a precompiled jar, by compiling the scrips through my IDE the game doesn't need to compile anything anymore.

The good news is Corvus support is finally in. Now I can focus on finishing the resurrection of the Kadur Theocracy.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 19, 2016, 09:55:24 AM
Most of those features are old and don't apply anymore, right now i'm focusing on getting them up and running, balance their market systems, balance the ships to fit the 0.7.1 change.
The Kadur will have allies and enemies and you'll be able to do commissions for them.
It is nexerelin compatible but at present all of the mods(that I've worked with) crash for some reason when using the Corvus Mode option.

As for new features those will come at a later date.
In Nexerelin topic I stated to a subject the assumption concerning these breakages.

It was indeed an issue of having a precompiled jar, by compiling the scrips through my IDE the game doesn't need to compile anything anymore.

The good news is Corvus support is finally in. Now I can focus on finishing the resurrection of the Kadur Theocracy.

Yay, great work. I look forward to release.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 19, 2016, 12:40:50 PM
While doing stuff for Kadur I've tried adding a placeholder logo and crest for them (the original mod didn't have one) but for some reason they won't load. The game keeps telling me it can't find the specified resource.
I can't figure out what is wrong, I did the same thing for Hiigarans back when I first restored them and never had this issue.  ???


*Never mind  ;D
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 19, 2016, 07:59:56 PM
While doing stuff for Kadur I've tried adding a placeholder logo and crest for them (the original mod didn't have one) but for some reason they won't load. The game keeps telling me it can't find the specified resource.
I can't figure out what is wrong, I did the same thing for Hiigarans back when I first restored them and never had this issue.  ???


*Never mind  ;D

I forgot to tell. Has to notice that now "Bushi" aren't available to game. In "Nexerelin" it is impossible to choose them at the beginning of new game.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: passwalker on January 19, 2016, 10:27:01 PM
hiigarans have FAST cruisers for everything - transports, tankers, personnel, cruisers with large ballistic and energy mounts. but no large missile mount. nowhere to put ROLAND or heavy ballista. kinda sad...
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 19, 2016, 10:36:16 PM
hiigarans have FAST cruisers for everything - transports, tankers, personnel, cruisers with large ballistic and energy mounts. but no large missile mount. nowhere to put ROLAND or heavy ballista. kinda sad...

Seriously?
1 - "Sajuuk-Khar" has 4 heavy rocket hardpoints. And super laser in addition. +3 slot of fighters.
2 - "Kuun-Lan Heavy Missile Cruser" has 6(!) heavy rocket hardpoints. And also decent quantity of conventional arms. Also costs everything near 73 000. +3 slot of fighters.
3 - "Vanaar Missile Cruser" has 8 medium rocket hardpoints, there it is possible to put 8 "Medium balista". It too is quite dangerous.
How many you drank not to notice all this?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: passwalker on January 19, 2016, 11:38:32 PM
Seriously?
i was talking about cruisers. anything bigger is slow.
and i know that vanaar is really dangerous. 8 med ballistas or clarent mrms clearly outdo large 1 large ballista or ROLAND.  i'm just saying that no access to large missiles before capitals is odd. i mean some factions have such mounts on destroyers or even frigates O_o
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 19, 2016, 11:47:16 PM
Seriously?
i was talking about cruisers. anything bigger is slow.
and i know that vanaar is really dangerous. 8 med ballistas or clarent mrms clearly outdo large 1 large ballista or ROLAND.  i'm just saying that no access to large missiles before capitals is odd. i mean some factions have such mounts on destroyers or even frigates O_o

It is balance. Isn't present heavy missile by the other ships but is much on the large. Where you still saw more than 2-3 missiles by the ships of a capital class?

And their large ships fly quicker than any cruiser. ;D
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 20, 2016, 01:25:55 AM
Seriously?
i was talking about cruisers. anything bigger is slow.
and i know that vanaar is really dangerous. 8 med ballistas or clarent mrms clearly outdo large 1 large ballista or ROLAND.  i'm just saying that no access to large missiles before capitals is odd. i mean some factions have such mounts on destroyers or even frigates O_o

It is balance. Isn't present heavy missile by the other ships but is much on the large. Where you still saw more than 2-3 missiles by the ships of a capital class?

And their large ships fly quicker than any cruiser. ;D


Yeah... if you try to outrun a Hiigaran fleet you are going to have a bad time.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 20, 2016, 02:43:23 AM
DefiasOne i have some question. Why you decided to be engaged in others modifications? What on it inspired you?
Whether you also thought to make own faction mod? If there is no that why?
 
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 20, 2016, 02:53:22 AM
DefiasOne i have some question. Why you decided to be engaged in others modifications? What on it inspired you?
Whether you also thought to make own faction mod? If there is no that why?
 

These are old mods that I liked, i just thought it was sad they are no longer active at present.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 20, 2016, 03:20:02 AM
Has anyone found any officers to recruit while playing ?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 20, 2016, 04:08:15 AM
Has anyone found any officers to recruit while playing ?
You can't find officers?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 20, 2016, 05:01:26 AM
Has anyone found any officers to recruit while playing ?
You can't find officers?
Couldn't find any officers at the new planets I added, they started showing up after a while.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 20, 2016, 05:09:59 AM
Has anyone found any officers to recruit while playing ?
You can't find officers?
Couldn't find any officers at the new planets I added, they started showing up after a while.
Officers casual. It is possible to bring together them on all sector a long time. And can carry to find in the beginning of game.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 20, 2016, 08:36:39 AM
I want to ask how you made .jar file? I don't know as what program to use and as to do it. And how to change parameters of the ships?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 20, 2016, 08:45:46 AM
I want to ask how you made .jar file? I don't know as what program to use and as to do it. And how to change parameters of the ships?

You need an IDE like NetBeans or IntelliJ to create jar files. Ship parameters are in the hulls/ship_data.csv file.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DrakonST on January 20, 2016, 08:53:55 AM
I want to ask how you made .jar file? I don't know as what program to use and as to do it. And how to change parameters of the ships?

You need an IDE like NetBeans or IntelliJ to create jar files. Ship parameters are in the hulls/ship_data.csv file.
I opened parameters of the ships. My God, what here mess. :P Thanks in any case.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: DefiasOne on January 20, 2016, 11:43:19 AM
Kadur, and new update for Bushi & Hiigarans.

- A more stable market (hopefully)
- Tweaked ship stats for kadur to be inline with 0.7.1a.
- Tweaked ship stats for Bushi & Hiigarans, made Hii ships slightly slower.
- Commisions can be done for all 3 factions.
- Proper nexelerin support. (Should not crash anymore hopefully when using covus mode).
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: sirboomalot on January 20, 2016, 12:03:00 PM
You're a hero to us all, DefiasOne.  ;D
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: SpaceRiceBowl on January 20, 2016, 01:17:19 PM
Thanks for reviving these mods Defias, it's really cool to see old mods come back into the newly updated game.

Edit: After trying the Kadur out, I feel like their weapons produce waay too much flux for the ships to handle.
For example, the Caliph class battleship can literally only fire one salvo before having to vent or it'll run the risk of being overloaded.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi - Revived
Post by: passwalker on January 20, 2016, 08:00:02 PM
And their large ships fly quicker than any cruiser. ;D
Yeah... if you try to outrun a Hiigaran fleet you are going to have a bad time.
not exactly right, that was maybe that way before 0.7 update. now i cant find any capital with burn<6. most are 7, like Hii. even the Cathedral, which is a f-n BATTLESTATION is burn 6. tug + augm.eng.hullmod and it can easily outrun almost any Hii fleet. except small ones, but they wouldnt dare to approach.
These are old mods that I liked, i just thought it was sad they are no longer active at present.
any plans regarding the other old mods, i.e. THULE (http://fractalsoftworks.com/forum/index.php?topic=3369.0), DStech (http://fractalsoftworks.com/forum/index.php?topic=2711.0), Hawken (http://fractalsoftworks.com/forum/index.php?topic=5738.0), ZORG (http://fractalsoftworks.com/forum/index.php?topic=6522.0)?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Piemanlives on January 20, 2016, 08:13:26 PM
But isn't Thule (The author) still around? I swear he is.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: passwalker on January 20, 2016, 08:29:55 PM
dunno, but the mod was !! OUTDATED !! since October 31, 2013, long ago in a galaxy far far away. wouldnt hurt to ask him i guess.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DrakonST on January 20, 2016, 09:45:35 PM
Kadur Theocracy their ballistic weapon has a small ammunition and isn't capable to be recharged. Also their vessels are extremely fast.
And also them faction it is inaccessible to a choice at the beginning of game Nexerelin.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on January 21, 2016, 01:51:48 AM
But isn't Thule (The author) still around? I swear he is.

I asked him and he said yes.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DrakonST on January 21, 2016, 02:16:48 AM
Why I can't begin new game for Kadur in Nexerelin?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on January 21, 2016, 02:49:04 AM
Why I can't begin new game for Kadur in Nexerelin?

The config files don't exist for Kadur in Nexerelin.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DrakonST on January 21, 2016, 03:00:16 AM
Why I can't begin new game for Kadur in Nexerelin?

The config files don't exist for Kadur in Nexerelin.
It is necessary to wait for updating Nexerelin mod? You can give these files?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: passwalker on January 27, 2016, 10:06:42 PM
there is something suspitious with that Kava destroyer. it has an Accelerated ammo feeder. and a whole number of ZERO ballistic mounts. WHY?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on January 28, 2016, 11:23:52 AM
there is something suspitious with that Kava destroyer. it has an Accelerated ammo feeder. and a whole number of ZERO ballistic mounts. WHY?

I dunno, I only ported them over for 0.7.1a some weird stuff could still be in there i guess:)). Didn't get to do an overhaul pass on all of the ships and weapons yet.

I've found it, yeah thats a bit strange. It will change later on.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DMCN on January 31, 2016, 02:48:14 AM
i cant download it....can you upload somewhere other ?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Gotcha! on February 06, 2016, 01:05:05 PM
Before anyone asks, I have the permission of the original author.
Yup! And I thank you. ;)
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Setuna on February 26, 2016, 03:30:44 PM
I'm unable to play as the bushi on Nexerlin? I can't choose any fleet options!
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Histidine on February 27, 2016, 06:43:05 PM
I'm unable to play as the bushi on Nexerlin? I can't choose any fleet options!
Bug in Nexerelin, will be fixed in next release.
For now: in data/campaign/rules.csv, in the ExerelinNGCJoinBushi line, change FireBest ExerelinNGCStep3 to FireBest ExerelinNGCStep4
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Setuna on February 28, 2016, 01:41:38 AM
I'm search bushi but I cant find " FireBest ExerelinNGCStep3 "
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on March 03, 2016, 09:44:08 AM
Haven't had the chance to play with the new release, can someone confirm if the mods still work ?
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: HELMUT on March 03, 2016, 10:30:59 AM
I don't know if they work, but i know i can't download them.

(http://i.imgur.com/byMk2GE.png)

And no, disabling my extensions doesn't help.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on March 03, 2016, 11:46:50 AM
Thats odd, it works fine for me... I'll try getting some mirrors up when I get the chance.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Toxcity on March 03, 2016, 11:53:21 AM
Might need to make some changes for 0.7.2a anyway; slot covers.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on March 03, 2016, 12:00:30 PM
Might need to make some changes for 0.7.2a anyway; slot covers.

Yeah I plan on taking a look this weekend.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: HELMUT on March 04, 2016, 04:49:39 PM
Download links seems to be fixed, and to answer your original question, no, the mods aren't working anymore. Same error for the three.

Code
20507 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Xeroshiva1029 on April 02, 2016, 06:07:55 AM
and dead again i guess. 1 month since the new devs last post =/
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Abyz on April 04, 2016, 09:56:27 PM
I loved HD and Bushi.... Love to see these updated!
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 08, 2016, 11:22:47 AM
It should work with the latest LazyLib and ShaderLib. I've checked and I don't get the IndexOutOfBounds error.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on April 08, 2016, 05:53:11 PM
It should work with the latest LazyLib and ShaderLib. I've checked and I don't get the IndexOutOfBounds error.

Sorry to say this, but there's seems to be an error when loading Starsector with this mod on. The error stated JSON "logo" not found.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 09, 2016, 01:45:24 AM
It should work with the latest LazyLib and ShaderLib. I've checked and I don't get the IndexOutOfBounds error.

Sorry to say this, but there's seems to be an error when loading Starsector with this mod on. The error stated JSON "logo" not found.

Could you give me the exact error from the starsector log?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Abyz on April 09, 2016, 09:37:43 AM
I'm getting a fatal error during world creation in a SS+ and Nexerelin game after loading up the HD and Bushi mods... Are HD and Bushi supposed to be compatible? I certainly hope so!

PS. Being a newb, I dont know how to get the error log that people post for troubleshooting. Where do I access that?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: spartan117pr on April 09, 2016, 01:44:15 PM
Abyz go into your hardrive and find the Fractal Softworks folder and go into it then into starsector folder.  In starsector folder go into the starsector-core folder and there will be a text document called "starsector" towards the bottom with a few starsector log files under it.  Go into that and just ctrl-f search for "error" and it should look something like this:

195981 [Thread-VC-7] ERROR org.lazywizard.versionchecker.VersionChecker  - Malformed JSON in remote version file at URL "http://www.nbjdomain.com/Starsector/ICE/sun_ice.version"
org.json.JSONException: A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONObject.<init>(JSONObject.java:184)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at org.lazywizard.versionchecker.VersionChecker.sanitizeJSON(VersionChecker.java:61)
   at org.lazywizard.versionchecker.VersionChecker.getRemoteVersionFile(VersionChecker.java:88)
   at org.lazywizard.versionchecker.VersionChecker.checkForUpdate(VersionChecker.java:128)
   at org.lazywizard.versionchecker.VersionChecker.access$500(VersionChecker.java:26)
   at org.lazywizard.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:356)
   at org.lazywizard.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:344)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
   at java.util.concurrent.FutureTask.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Copy it and paste it etc. For example on my computer the path is "C:/ProgramFiles(x86)/Fractal Softworks/Starsector/starsector-core/starsector" if you are having trouble finding the text document.

Also if you are unsure where to start and stop copying the error just make sure to grab all lines that have the word "error" in them before and after the indentation section of lines. Hope this helps m8
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Abyz on April 09, 2016, 02:46:18 PM
It certainly does, Spartan! Thanks amigo.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on April 09, 2016, 04:52:07 PM
Could you give me the exact error from the starsector log?
[/quote]

Sorry for this late reply. Here's the error.

37221 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading hiigaran_descendants faction
37312 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["logo"] not found.
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Is this sufficient?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 10, 2016, 01:30:13 AM
I'm getting a fatal error during world creation in a SS+ and Nexerelin game after loading up the HD and Bushi mods... Are HD and Bushi supposed to be compatible? I certainly hope so!

PS. Being a newb, I dont know how to get the error log that people post for troubleshooting. Where do I access that?

They should work, I'm not having issues with those mods active. Delete your current Bushi, Hiigarans and Kadur. Download the versions of the main thread page and try again.
Title: Re: [0.7.1a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 10, 2016, 01:31:21 AM
Could you give me the exact error from the starsector log?

Sorry for this late reply. Here's the error.

37221 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading hiigaran_descendants faction
37312 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["logo"] not found.
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Is this sufficient?
[/quote]

Delete your current installed Bushi, Hiigs, Kadur, download them from the first thread page and reinstall them. Let me know if you get the same issue.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Abyz on April 10, 2016, 12:33:04 PM
Before I start posting log errors, are these three fine mods playable with SS+ and/or nexerelin?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: SpaceRiceBowl on April 10, 2016, 04:58:22 PM
Getting this error whenever I try to boot up the game with Bushi and Hiigaran installed.
Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Histidine on April 10, 2016, 07:33:45 PM
Bushi and/or Hiigarans need Java 8 to be installed (and SS told to use it) until someone supplies a recompiled .jar for Java 7.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: spartan117pr on April 10, 2016, 07:49:21 PM
By telling ss to use java 8 do you mean just to put it into the starsector folder? Or are you talking about something else histidane.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Histidine on April 10, 2016, 07:53:34 PM
Placing Java 8 in the Starsector folder will be the easiest way to do it, yes.
( But be warned that other bugs may occur in the game from using Java 8 )
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on April 10, 2016, 10:54:20 PM
Ok. So I did a test run on the Hiigaran, Bushi and Kadur mods individually, but it seems they still have errors or compatibility issues.
Here are the error logs for each of them:

Hiigaran:

203053 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Bushi:

198826 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Kadur:

366847 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Their basically had the same error. Histidine stated we should use Java 8, but that’s kind of risky isn’t it?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Kevin Flemming on April 11, 2016, 12:24:07 PM
I've noticed that you can't use any of the portraits for either of these factions.

How would I go about getting SS+ to recognise and add them to the portrait selection?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Venatos on April 12, 2016, 10:13:12 PM
i think i read somewhere that alex updated starsector to java 8 and im pretty sure i did put 8 into the starsector folder when i reinstalled it a few weeks back.

about the portraits: you need the link to the portraits in your world/factions/player.faction file(in any mod or in core) you find the link in the "factionname".faction file in the same folder.
alternatively copy the portrait files directly into the portrait folder of another functioning mod and add apropriate links into the player.faction file of that mod.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: NightKev on April 12, 2016, 11:22:05 PM
i think i read somewhere that alex updated starsector to java 8 and im pretty sure i did put 8 into the starsector folder when i reinstalled it a few weeks back.
He downgraded back to Java7 for stability reasons in 0.7.2a.

Miscellaneous
  • Rewrote game launcher in OpenGL (was in Swing)
    • Improves compatibility for certain versions of OS X and Linux
    • Allows downgrade to the more stable Java 7
    • "legacyLauncher" option in settings.json to use old launcher
  • Downgraded to Java 7 (more stable)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Black Crag on April 14, 2016, 04:11:14 AM
I like the mod, it works fine for me. I do have a problem with the dreadnought, though. The engine's lights are waaay to bright, atleast for me.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Dubby on April 14, 2016, 08:44:14 AM
I'd like to use this, but i'm kind of hooked on corvus mode. Why does it crash in corvus mode?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 14, 2016, 12:40:30 PM
Ok. So I did a test run on the Hiigaran, Bushi and Kadur mods individually, but it seems they still have errors or compatibility issues.
Here are the error logs for each of them:

Hiigaran:

203053 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Bushi:

198826 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Kadur:

366847 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Their basically had the same error. Histidine stated we should use Java 8, but that’s kind of risky isn’t it?


I use Java 8 and its fine.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 14, 2016, 12:41:30 PM
I'd like to use this, but i'm kind of hooked on corvus mode. Why does it crash in corvus mode?

It shouldn't crash, can you provide the starsector log error? I can play with corvus mode active. Make sure you have the latest version of Nexelerin and any other mods you use.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on April 14, 2016, 07:53:12 PM
I use Java 8 and its fine.
[/quote]

Ok, how do I install Java 8? Do you have a detailed instructions for that?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: spartan117pr on April 14, 2016, 08:33:05 PM
I use java 8 and bushi/higaran both crash corvus mode. I'll have to reproduce it a little later and post it since it looks like its off my log atm.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 15, 2016, 10:37:02 AM
I use Java 8 and its fine.

Ok, how do I install Java 8? Do you have a detailed instructions for that?
[/quote]

Google java 8. Install it,go to where you installed it, copy the jre folder contents go to where your game is installed delete the JRE folder and paste the copied JRE folder, launch game, profit !
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Abyz on April 15, 2016, 02:18:52 PM
I use Java 8 and its fine.

Ok, how do I install Java 8? Do you have a detailed instructions for that?

Google java 8. Install it,go to where you installed it, copy the jre folder contents go to where your game is installed delete the JRE folder and paste the copied JRE folder, launch game, profit !

[/quote]

I did this, and Starsector won't even open up to the initial menu gump for me... I had to replace the JRE folder with the one I had previously.  Any tips?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: spartan117pr on April 15, 2016, 06:54:25 PM
When you copy it into the starsector folder make sure its named just "jre" and not something like jre8.293, or starsector wont recognize it
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Abyz on April 15, 2016, 07:31:49 PM
Ya... I already did that. :(
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on April 15, 2016, 10:13:00 PM
Ya... I already did that. :(

Ok. I did a very long run through to try to get the 3 mods running. Here's my advice or steps that I did, you could use them as a countercheck to see where you could have gone wrong:

1. I went and downloaded the Java 8, Windows Offline 64-bit (Link:https://java.com/en/download/manual.jsp (https://java.com/en/download/manual.jsp))

2. Once the program has been downloaded, I renamed the jre folder that came with the Starsector dowloadm renaming it to another name before moving it somewhere else

3. Created another folder called jre.

4. Ran the Java 8, with designation to change installation location.

5. Designated the newly created jre folder as the installation site.

6. Once done, I opened up Starsector and enabled the 3 mods in order one by one to test them out (and they work, finally).

Hope this helps.

Note: Ensure that your computer can ran the 64-bit and there is sufficient allocation of RAM for the game to run. Also, be careful when changing the memory allocation in the vprams file in the Starsector folder. Use binary numbers instead of decimal (i.e. 1GB =1000 in decimal, =1024 in binary). Here's a link to the site that has such conversion: http://www.gbmb.org/gb-to-mb  (http://www.gbmb.org/gb-to-mb)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on April 15, 2016, 11:10:58 PM
Here's another problem I've encountered. There's an error related to Bushi and Hiigaran Descendants. They can load normally, but can never enter the campaign mode or any combat related stuff. Here's the log:

164550 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/backgrounds/bushi_background.jpg] resource, not found in [C:\Users,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.String(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.onStateTransition(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

There's a lot of text the THREAD-4 and CLASSPATH, but I have to delete part of it due to confidentiality purposes and because they're irrelevant.

This error only applies when either the Bushi and Hiigaran Descendants are on, regardless of the presence of the other.

To replicate this error and obtain this text, enter the Missions tab and try one of the Bushi which shops its ships, not other ships.

To replicate a crash error that will be confusing to interpret, go into new game mode and try to get it started. It will crash after allocating points to your character skills.

Luckily, the Kadur are not affected nor affects the game system negatively.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 16, 2016, 12:16:30 AM
Here's another problem I've encountered. There's an error related to Bushi and Hiigaran Descendants. They can load normally, but can never enter the campaign mode or any combat related stuff. Here's the log:

164550 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/backgrounds/bushi_background.jpg] resource, not found in [C:\Users,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.String(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.onStateTransition(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

There's a lot of text the THREAD-4 and CLASSPATH, but I have to delete part of it due to confidentiality purposes and because they're irrelevant.

This error only applies when either the Bushi and Hiigaran Descendants are on, regardless of the presence of the other.

To replicate this error and obtain this text, enter the Missions tab and try one of the Bushi which shops its ships, not other ships.

To replicate a crash error that will be confusing to interpret, go into new game mode and try to get it started. It will crash after allocating points to your character skills.

Luckily, the Kadur are not affected nor affects the game system negatively.

Missions are legacy they may or may not work, I didn't touch the missions as of yet. The game crashes with the same error if you simply start a new game ? If so check in your mods folder if any of those files exist(they should).
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on April 16, 2016, 04:59:15 AM
Missions are legacy they may or may not work, I didn't touch the missions as of yet. The game crashes with the same error if you simply start a new game ? If so check in your mods folder if any of those files exist(they should).
[/quote]

Well, that's explains things a bit.

Let's start with Bushi. This one was done with just the mod on with the other mods it needs to operate. Also, in this case, GraphicsLib has taken place of ShaderLib. I did interchange the old ShaderLib and the new GraphicsLib, but the error they produce are identical. One more important thing, I do not have the capacity to support the ShaderLib/GraphicsLib; as I do not have sufficient power in the graphics card I have.


For mission related errors. This one is produced by selecting 'Play Mission' for the 'Beehive' mission:

92887 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/backgrounds/bushi_background.jpg] resource, not found in [C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\Bushi,C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\LazyLib,C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/backgrounds/bushi_background.jpg] resource, not found in [C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\Bushi,C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\LazyLib,C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.String(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.onStateTransition(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Here's another weird one I've found for the missions error. Right below the 'Beehive' mission, the one titled 'Bushi Skirmish'; can only be accessed or viewed by first selecting ;Beehive' then selecting it. The mission allowed me to view the refit screen and utilise the ships in simulation, but when I start the mission, the game crashes. Here's the error log:

411547 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error computing spawn area in AsteroidField: Vector2f[16980.424, 8443.6875],347.88226
java.lang.RuntimeException: Error computing spawn area in AsteroidField: Vector2f[16980.424, 8443.6875],347.88226
   at com.fs.starfarer.combat.A.class.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.class.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.int(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



For the campaign (new start), there are conditions that must be met to cause an error. Under the conditions I've used for testing the missions, only the core game, bushi and the mods it requires were active. The missions error will also occur if any other mods are active, regardless of what's present.

The conditions for this error to occur is that the Hiigaran Descendants must be active. It may be clashing of Hiigaran with other mods. Here's the error log. It pops up after I've finished allocating skill points of the character:

193472 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomCombatShips(FleetFactoryV2.java:476)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.add8PointGroup(FleetFactoryV2.java:318)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:93)
   at data.scripts.campaign.fleets.SSP_PirateFleetManager.spawnFleet(SSP_PirateFleetManager.java:63)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:64)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


What I can conclude from my test runs is that the Bushi mod is ok, and wouldn't cause a crash if you just don't ever play their missions. Elaboration and investigations findings for Hiigaran Descendants are continued below.

----------------------------------------------------------------------------------------------------------------------------------------------------------

Now for the Hiigaran Descendants.

Hiigaran Descendants will cause a crash under a few conditions.

For when it ran with just its required mods and the core game, the Starsector will crash when I enter combat against a Hiigaran fleet. Here's the error log:

763214 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.RotaryAnimation.advance(RotaryAnimation.java:42)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÔÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÒÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÕÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

The game also crashed when the mod is on with Nexerelin alone, and clashes with Flu-X when other mods are on (probably something to do with Nexerelin as I tested all with Corvus mode). I don't have the proper error log for that one though, I couldn't replicate it after another trial run.

For Flu-X clashing, here's the error log: (Corvus mode, with a lot of other mods on)

345623 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomCombatShips(FleetFactoryV2.java:476)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:96)
   at data.scripts.campaign.fleets.SSP_PirateFleetManager.spawnFleet(SSP_PirateFleetManager.java:63)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:64)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Hope this helps.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 16, 2016, 02:47:32 PM
I'll look into it. The mods still use ShaderLib (I'll check GraphicsLib when/if they add support for Starsector+). Thanks for the detailed logs.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Silver Silence on April 19, 2016, 11:43:43 AM
This might not even be an issue with the Bushi in particular but I'm having a slight problem where they want to push for an engagement with this fleet (http://puu.sh/ookTh/8b2edeff01.jpg) but on the field, they deploy no ships and after about 30 seconds, I get "enemy fleet defeated" and the battle ends immediately after. Reached their end of the field, nothing deployed (http://puu.sh/oolcc/ff56108764.jpg). Fighters start to fan out and search but the battle is over (http://puu.sh/ooleQ/f2f4fe4c98.jpg) and the fight finishes. Bushi presses for another engagement. Completely unarmed ship makes no effort to move after burning in because AI ships can psychically sense the lack of enemy ships to fight and it's mere presence on the field is enough to cause a win with no CR penalty because no fighting happened. (http://puu.sh/oolCV/e174974dda.jpg) This wuss fleet is annoyingly stopping me from taking over a planet because of their constant interruption and unwillingness to field ships but I'm sure that can be fixed by just coming back later.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Smartass on April 21, 2016, 12:26:21 AM
Ahem, well... I have a little problem. when i try to launch the mod, only with lazylib and shaderlib (the new one, graphiclib?), I get this error:

43009 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

i'm a coding noob (not even newbie), that means I now nothing 'bout strings and codes, i can only modify the values. I said this because i don't know if I took the error code in the right folder (a "starsector" text file).
I hope you can tell me what's the error (or tell me where to take the error code)

EDIT:
I've seen that  it says that I posted this comment at 01:40 Am. in fact, i'm in a different country (Italy, 10:41 AM here) so there will likely be communication problems (or at least, that's what I think)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Drglord on April 21, 2016, 08:53:59 AM
Are all these 0.7.2a compatible cause it doesn't really specify.
And also are they nexelerin corvus combatible?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 21, 2016, 11:49:53 AM
This might not even be an issue with the Bushi in particular but I'm having a slight problem where they want to push for an engagement with this fleet (http://puu.sh/ookTh/8b2edeff01.jpg) but on the field, they deploy no ships and after about 30 seconds, I get "enemy fleet defeated" and the battle ends immediately after. Reached their end of the field, nothing deployed (http://puu.sh/oolcc/ff56108764.jpg). Fighters start to fan out and search but the battle is over (http://puu.sh/ooleQ/f2f4fe4c98.jpg) and the fight finishes. Bushi presses for another engagement. Completely unarmed ship makes no effort to move after burning in because AI ships can psychically sense the lack of enemy ships to fight and it's mere presence on the field is enough to cause a win with no CR penalty because no fighting happened. (http://puu.sh/oolCV/e174974dda.jpg) This wuss fleet is annoyingly stopping me from taking over a planet because of their constant interruption and unwillingness to field ships but I'm sure that can be fixed by just coming back later.

That is truly strange. I'm not sure I can do anything about that. Might give the fleet compositions a different captain AI and see if that changes anything.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 21, 2016, 11:50:56 AM
Ahem, well... I have a little problem. when i try to launch the mod, only with lazylib and shaderlib (the new one, graphiclib?), I get this error:

43009 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

i'm a coding noob (not even newbie), that means I now nothing 'bout strings and codes, i can only modify the values. I said this because i don't know if I took the error code in the right folder (a "starsector" text file).
I hope you can tell me what's the error (or tell me where to take the error code)

EDIT:
I've seen that  it says that I posted this comment at 01:40 Am. in fact, i'm in a different country (Italy, 10:41 AM here) so there will likely be communication problems (or at least, that's what I think)


Are you using Java 8 to run starsector ? Also don't use graphics, use the last shaderlib available.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 21, 2016, 11:51:33 AM
Are all these 0.7.2a compatible cause it doesn't really specify.
And also are they nexelerin corvus combatible?

Yes they should all work with 0.7.2a and corvus.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: HellBent on April 22, 2016, 06:01:21 AM
That carrier and dreadnought are freaking orgasmic.
Please say this works with Starsector plus?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on April 23, 2016, 11:40:33 AM
That carrier and dreadnought are freaking orgasmic.
Please say this works with Starsector plus?

Yes it works.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: samsaq on April 26, 2016, 09:37:26 PM
Am using all faction mods for nexrelin and most general quality of life mods(version checker, ect)
When I launch the game with these three mods, which, as a homewolrd fan I very much want to use, I got this error on my starsector log, any ideas as to what I did wrong?
here it is:
117285 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Darenkel on April 26, 2016, 10:57:42 PM
I have all 3 mods working with DynaSector and associated mods... but the Bushi at least need an update because the "fighters" show up in the refit screen and doing anything with them in that screen crashes the game.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Dostya on April 28, 2016, 07:43:11 PM
Am using all faction mods for nexrelin and most general quality of life mods(version checker, ect)
When I launch the game with these three mods, which, as a homewolrd fan I very much want to use, I got this error on my starsector log, any ideas as to what I did wrong?
I had the same error and fixed it using Java 8 instead of Java 7, a solution suggested a page or two back by DefiasOne. This does open you up to some random crash bugs, though, so save more regularly than you're used to. DefiasOne, could you note in the download section that the Homeworld faction requires Java 8? I'm not sure about the other one but if it also requires a different Java version than is packed with the game to work a heads up somewhere more visible than wherever you've got it would be prudent and save problems for people.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on April 28, 2016, 08:21:15 PM
Am using all faction mods for nexrelin and most general quality of life mods(version checker, ect)
When I launch the game with these three mods, which, as a homewolrd fan I very much want to use, I got this error on my starsector log, any ideas as to what I did wrong?
I had the same error and fixed it using Java 8 instead of Java 7, a solution suggested a page or two back by DefiasOne. This does open you up to some random crash bugs, though, so save more regularly than you're used to. DefiasOne, could you note in the download section that the Homeworld faction requires Java 8? I'm not sure about the other one but if it also requires a different Java version than is packed with the game to work a heads up somewhere more visible than wherever you've got it would be prudent and save problems for people.
Or better yet, recompile the mods in java 7 because java 8 sucks?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: samsaq on April 28, 2016, 09:08:53 PM
thanks for the info i'll probably give it a try once I have finished my current campaign.  :D
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: saqib126 on April 30, 2016, 09:11:32 AM
With SS+, Nexrelin, associated mods(like diable), and quality of life mods like sim overhaul, and java 8, I got this error

223804 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomCombatShips(FleetFactoryV2.java:476)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:96)
   at data.scripts.campaign.fleets.UW_CabalFleetManager.spawnFleet(UW_CabalFleetManager.java:268)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:64)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Drglord on April 30, 2016, 10:50:01 AM
I wouldn't bother guys really it runs fine in the latest dynasector nexelerin with java 8 for me (except the bushi one)
But anyway this mod is clearly ridiculous. The ships are so OP and cheap that it isn't even funny.
I play neutrino and i start friendly so soon we were in an alliance and when i saw the ships i was like what???
You want a battleship with 100.000 (The more expensive ship i have found) that has like 11 medium slots 2 large all of them with 270 ARCS? Crazy dissipation FULL BUBBLE shield (with extended and front shield) with 0.8 per point before abilities? Maneuverability like a light cruiser and the fastest battleship you will ever see.
And that is just an example. Even the medium guns of the faction dwarf all other guns 250 flux to 250 dps with fast and good and 750 range the best statistics you will ever see.
I won't even get down to the SLOW freighters with 11 burn speed :)))))))
You want a freighter with 1000 cargo and 11 burn speed? Sure 18.000 credits :)
Well if you want something that mimics the power of templars at 1/3 the price you would buy ships as a templar sure go for it. Or if you want them as powerful enemies i guess but sooner or later you will capture their ships and it will just be DOHHH.
Anyway just a warning so people know in what they are getting into.
Have fun with the awesome starsector :)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on May 01, 2016, 01:01:57 PM
I wouldn't bother guys really it runs fine in the latest dynasector nexelerin with java 8 for me (except the bushi one)
But anyway this mod is clearly ridiculous. The ships are so OP and cheap that it isn't even funny.
I play neutrino and i start friendly so soon we were in an alliance and when i saw the ships i was like what???
You want a battleship with 100.000 (The more expensive ship i have found) that has like 11 medium slots 2 large all of them with 270 ARCS? Crazy dissipation FULL BUBBLE shield (with extended and front shield) with 0.8 per point before abilities? Maneuverability like a light cruiser and the fastest battleship you will ever see.
And that is just an example. Even the medium guns of the faction dwarf all other guns 250 flux to 250 dps with fast and good and 750 range the best statistics you will ever see.
I won't even get down to the SLOW freighters with 11 burn speed :)))))))
You want a freighter with 1000 cargo and 11 burn speed? Sure 18.000 credits :)
Well if you want something that mimics the power of templars at 1/3 the price you would buy ships as a templar sure go for it. Or if you want them as powerful enemies i guess but sooner or later you will capture their ships and it will just be DOHHH.
Anyway just a warning so people know in what they are getting into.
Have fun with the awesome starsector :)


Have not tested the mods with Dynasector. What error do you get when you try to run with Bushi ?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Ratheden on May 01, 2016, 11:04:36 PM
Thanks for the effort and time put into making this mod, i am a HW2 fan of old.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on May 02, 2016, 02:44:25 AM
Thanks for the effort and time put into making this mod, i am a HW2 fan of old.

Credit goes to the original author Gotcha. I just try to keep it up to date with the latest version.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Drglord on May 02, 2016, 06:44:09 AM
Seems bushi is running fine. Or should i say starting fine? Haven't gotten in a fight with them or the other factions just the hiigaran that i played in my precious playthrough.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Drglord on May 02, 2016, 08:07:43 AM
Update. Bushi fucks up somehow all the markets. All markets have only weapons no commodities. Don't ask me why. Disabled it and everything is fine.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on May 02, 2016, 11:20:31 AM
Update. Bushi fucks up somehow all the markets. All markets have only weapons no commodities. Don't ask me why. Disabled it and everything is fine.

Can you check if supply prices are very high ? Also what other mods are you using?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Drglord on May 03, 2016, 11:27:54 AM
Well i am using all mods available including approlight . Anyway as for crashing fighting kadu definetely crashes.
java.lang.NullPointerException
   at org.lazywizard.lazylib.MathUtils.getDistanceSquared(MathUtils.java:183)
   at org.lazywizard.lazylib.MathUtils.isWithinRange(MathUtils.java:292)
   at org.lazywizard.lazylib.MathUtils.isWithinRange(MathUtils.java:275)
   at org.lazywizard.lazylib.combat.CombatUtils.getShipsWithinRange(CombatUtils.java:198)
   at data.shipsystems.scripts.ai.hauberk_fieldai.advance(hauberk_fieldai.java:41)
   at com.fs.starfarer.loading.specs.N$1.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Drglord on May 03, 2016, 11:45:34 AM
An update i managed to get past the battle by staying in the map. If you try to hit tab and exit the map it crashes. Weird.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Ratheden on May 07, 2016, 03:29:13 PM
Things i noticed while trying to corvus mode bushi
Fighters can be bought 1 at a time, this crashes the game in time.
the pricing on supplies, at the moment seems ok.

I was only messing around, not a real campaign.

Questions on adding Bushi(the experimental link), i got 3 new systems, what does adding Kadur link add?  LE:  Kadur Theocracy - IT'S ALIVE !!! They seem to add the same items.

EDIT:  turned off Kadur, and Hiig.  only Bushi up.  There are 2 hull mods of High Torque motors.  Just an FYI
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: NightfallGemini on June 16, 2016, 12:13:44 PM
So, there's an interesting crash related to a bug involving Kadur and Bushi fighter wings. It appears that some of them are showing up in shops and fleets as very broken (as in not working) frigates. When the game tries to load a battle involving these ships, it crashes with a fatal: null error. NGO does this as well with one of its specialty fighters.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on June 26, 2016, 01:42:51 AM
So, there's an interesting crash related to a bug involving Kadur and Bushi fighter wings. It appears that some of them are showing up in shops and fleets as very broken (as in not working) frigates. When the game tries to load a battle involving these ships, it crashes with a fatal: null error. NGO does this as well with one of its specialty fighters.

Which fighter wing?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: derecs on July 03, 2016, 07:37:24 AM
When will be upgraded to 0.7.2?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: NightfallGemini on July 07, 2016, 12:49:21 AM
So, there's an interesting crash related to a bug involving Kadur and Bushi fighter wings. It appears that some of them are showing up in shops and fleets as very broken (as in not working) frigates. When the game tries to load a battle involving these ships, it crashes with a fatal: null error. NGO does this as well with one of its specialty fighters.

Which fighter wing?

IIRC, for Bushi it was the Honyaki specifically, but that's the only one I've ever seen in shops or in these problematic fleets so I'm not sure how far the issue goes. For Kadur, I recall it being all of their fighters.

Basically, in the shop they showed up as frigates with no classification/variant, with built in weapons that didn't show up at all on the refit screen. I'm guessing when a fight starts with one of these ships, it tries to call up some nonexistent variant and crashes.

Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on July 10, 2016, 12:32:24 PM
So, there's an interesting crash related to a bug involving Kadur and Bushi fighter wings. It appears that some of them are showing up in shops and fleets as very broken (as in not working) frigates. When the game tries to load a battle involving these ships, it crashes with a fatal: null error. NGO does this as well with one of its specialty fighters.

Which fighter wing?

IIRC, for Bushi it was the Honyaki specifically, but that's the only one I've ever seen in shops or in these problematic fleets so I'm not sure how far the issue goes. For Kadur, I recall it being all of their fighters.

Basically, in the shop they showed up as frigates with no classification/variant, with built in weapons that didn't show up at all on the refit screen. I'm guessing when a fight starts with one of these ships, it tries to call up some nonexistent variant and crashes.



I see, thanks for the info !
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: spartan117pr on July 12, 2016, 09:05:10 PM
I am using java 8 but either of these mods crashes my game before it can finish the initial load bar.  ???
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on July 14, 2016, 12:04:20 PM
I am using java 8 but either of these mods crashes my game before it can finish the initial load bar.  ???

A lot of people have reported that, I'm not sure what is causing it. Some have no problems others crash.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: MesoTroniK on July 14, 2016, 03:47:46 PM
I been trying to avoid posting in here, but I no longer can abstain from doing so and this is going to be really blunt.

First, seriously, recompile the damn mods using JDK7! Java8 causes issues on some computers and is often less stable for SS to the point where Alex went back to JRE7 for the bundled version. Every other mod uses the correct one, and by using 8 you are forcing folks to use a less ideal setup.

Second, fix the bugs people have been reporting? For serious, how long do these game breaking issues have to exist that take a trivial amount of effort to correct? I mean it isn't like folks are telling you what the issues are or anything. Finding the problems is the actual time consuming part not fixing them ::)

Third, maybe consider fixing the massive balance problems of all the mods? Yes I know your goal is only to maintain them and to respect the original creations, but the stuff is so OP that it sucks the fun right out of the game for most folks.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Ehtremaerd on July 29, 2016, 09:41:11 AM
*Snip*

Finding what's causing the problem is the time consuming part. Just because you know a problem exists, doesn't mean it's easy to fix. Besides that, there's a difference between being blunt, and rude and condescending. I mean was the eye roll really necessary?
I think I might as well toss in that this isn't his job. For most modders it's a hobby and a passion. These mods weren't even his to start with. That I've been able to play them at all, even with hiccups, is thanks to him.
Oh, and couldn't you just go mess with the ship/weapon stats yourself? If game breaking bugs are 'trivial', messing with numbers in notepad shouldn't be beyond your capabilities.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Soren on July 29, 2016, 10:31:50 AM
For most of us it's a hobby and a passion, but for myself, having worked on 10+ mods over the course of 15+ years in multiple games: when someone tells you that there's a compatibility issue or a bug in your mod, or that balance is off, they're not doing it to be jerks. They might be exasperated because you're brushing them off, but they're doing it because you both love a game enough to expand on it.

I remember all three of these mods, and I'd love to play a non-buggy, balance-updated version of each of them for a little while and remember a little of what the game was like three years ago.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: MesoTroniK on July 29, 2016, 03:58:44 PM
Finding what's causing the problem is the time consuming part. Just because you know a problem exists, doesn't mean it's easy to fix. Besides that, there's a difference between being blunt, and rude and condescending. I mean was the eye roll really necessary?
I think I might as well toss in that this isn't his job. For most modders it's a hobby and a passion. These mods weren't even his to start with. That I've been able to play them at all, even with hiccups, is thanks to him.
Oh, and couldn't you just go mess with the ship/weapon stats yourself? If game breaking bugs are 'trivial', messing with numbers in notepad shouldn't be beyond your capabilities.

The time it takes to fix the most blatant issue with all three mods is less time than it takes me to write this post. So yes the eye roll was necessary. Now why is compiling the mod with JDK8 such an issue?

- It has compatibility, stability, and performance issues on some computers running SS with Java8.
- It requires the user to install that version which no other mod does and are the only mods that will not run on a "stock" SS at all.

So after all the pages and pages and pages of bug reports all regarding this singular issue which can be solved with a tiny amount of effort can you see why this situation is so ridiculous? Sure, the mods can be balanced badly, have a multitude of bugs, but an issue so serious such as that has no business existing at all.

And sure it isn't his job, but think of it this way. Having these mods which basically don't function at all without forcing a sub-optimal setup upon the end user is actually destructive to SS itself and the modding community as a whole. The number of folks you see posting on the forums is a tiny fraction of the overall mod playerbase, how many will try to run these and it crashes and they assume that it is SS itself or just write off running mods entirely because of issues that they may never figure out?

So in the end, I just want to these mods at least work on the most basic level and I was blunt about this because other folks reporting the issues was going nowhere at all clearly.


Edit for adding Gif:
Spoiler
(http://i.imgur.com/45zvx6e.gif)
[close]
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on July 29, 2016, 05:32:57 PM
Finding what's causing the problem is the time consuming part. Just because you know a problem exists, doesn't mean it's easy to fix. Besides that, there's a difference between being blunt, and rude and condescending. I mean was the eye roll really necessary?
I think I might as well toss in that this isn't his job. For most modders it's a hobby and a passion. These mods weren't even his to start with. That I've been able to play them at all, even with hiccups, is thanks to him.
Oh, and couldn't you just go mess with the ship/weapon stats yourself? If game breaking bugs are 'trivial', messing with numbers in notepad shouldn't be beyond your capabilities.

The time it takes to fix the most blatant issue with all three mods is less time than it takes me to write this post. So yes the eye roll was necessary. Now why is compiling the mod with JDK8 such an issue?

- It has compatibility, stability, and performance issues on some computers running SS with Java8.
- It requires the user to install that version which no other mod does and are the only mods that will not run on a "stock" SS at all.

So after all the pages and pages and pages of bug reports all regarding this singular issue which can be solved with a tiny amount of effort can you see why this situation is so ridiculous? Sure, the mods can be balanced badly, have a multitude of bugs, but an issue so serious such as that has no business existing at all.

And sure it isn't his job, but think of it this way. Having these mods which basically don't function at all without forcing a sub-optimal setup upon the end user is actually destructive to SS itself and the modding community as a whole. The number of folks you see posting on the forums is a tiny fraction of the overall mod playerbase, how many will try to run these and it crashes and they assume that it is SS itself or just write off running mods entirely because of issues that they may never figure out?

So in the end, I just want to these mods at least work on the most basic level and I was blunt about this because other folks reporting the issues was going nowhere at all clearly.


Edit for adding Gif:
Spoiler
(http://i.imgur.com/45zvx6e.gif)
[close]

Ok, that's a good point to note about mods, compatibility, and player base. I wouldn't have actually discovered the wonders of mods if I didn't come here.

The base game itself is wonderful (and getting better each update), but mods really make it much more interesting (Nemo had me sold on the game and mods when I first started watching him. He was no excited to get his Nevermore on the playthrough before Tiandong adventures).

Also, thanks for the gif! It gives me a bit more insight on what to do with my own attempt at updating Citadel.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Histidine on July 29, 2016, 06:20:42 PM
PSA: If people with broken mods don't have time to fix it they should take down the download link (or at least gate it behind a big warning message) until it can be fixed.

(I'm looking at you NGO)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Evanity on July 30, 2016, 08:37:15 AM
PSA: If people with broken mods don't have time to fix it they should take down the download link (or at least gate it behind a big warning message) until it can be fixed.

(I'm looking at you NGO)

What's wrong with NGO? I know there was an inappropriate mobile_base tag in there that I had to remove, but are there other things I should take a peek at before this playthrough gets too far in?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on July 30, 2016, 02:46:37 PM
PSA: If people with broken mods don't have time to fix it they should take down the download link (or at least gate it behind a big warning message) until it can be fixed.

(I'm looking at you NGO)

What's wrong with NGO? I know there was an inappropriate mobile_base tag in there that I had to remove, but are there other things I should take a peek at before this playthrough gets too far in?
That IS the problem as it causes a CTD and is STUPID FREAKING EASY to fix on the modders side..., but like the Hiigs, the modder won't fix it
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Evanity on August 01, 2016, 07:51:52 AM
Ah, okay. I had that crash me a few times before I had to go in and fix it myself. Other than that, I've been enjoying the mod so far. It would be nice to have that piece of news on the front of the mod though if the modder won't actually remove it themselves.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Laxard on August 01, 2016, 01:11:28 PM
Bushi and Hiigaran Descendants is only mods for 0.7.2a that crashing my mad mix of faction mods on top of DynaSector and Nexerelin.(NGO tried to do it to, but deleting of mobile_base as suggested fixed it nicely.)
Windows 7 x64 and game allowed to use up to 4gb of ram (with starting 2gb).
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: NightfallGemini on August 03, 2016, 12:13:53 PM
Hey, just a little update on that weird issue with fighters being seen as ships. The two Kadur ones doing it appear to be Phalanx and Myrmidon.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Setuna on August 04, 2016, 10:08:50 PM
This mod is the one thats broken right? So I don't have to individually check?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Weltall on August 04, 2016, 11:50:53 PM
More like these. All three of them seem to be prone to causing errors. T_T Darn it.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DefiasOne on August 25, 2016, 01:36:38 PM
Just to let people know, since the discussion seemed to heat up lately, I'm not dead. My computer however is dead and won't be able to replace it until sometime after september.

After i get everything set up you can expect a new update for all of the mods. I'll remake them for java 7 then as well as some have suggested, was not aware java 8 has problems with the game, I've never had issues.

Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Weltall on August 25, 2016, 02:07:48 PM
Just to let people know, since the discussion seemed to heat up lately, I'm not dead. My computer however is dead and won't be able to replace it until sometime after september.

After i get everything set up you can expect a new update for all of the mods. I'll remake them for java 7 then as well as some have suggested, was not aware java 8 has problems with the game, I've never had issues.

*knocks on wood* >.> It is good you are well DefiasOne. With the new udpate things seem that will change once more a lot, so I do not think it is bad you are taking a long break for now. Really sorry for the PC. I hope you will be well either way~
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: NightfallGemini on October 04, 2016, 05:58:52 PM
Just to let people know, since the discussion seemed to heat up lately, I'm not dead. My computer however is dead and won't be able to replace it until sometime after september.

After i get everything set up you can expect a new update for all of the mods. I'll remake them for java 7 then as well as some have suggested, was not aware java 8 has problems with the game, I've never had issues.



It's all good, hope you're able to get a new rig soon! I know the pain on that front for sure.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: PREDGEHAMMER on October 06, 2016, 07:47:58 PM
Hey Guys I was wondering if I could get some assistance! I am trying to start this mod. I do have graphics lib and lazy lib and the nexerelin mod installed with the homeworld one however when i start the game and right after the initial load finishes i get an error.


Fatal index 0 size 0

99465 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


that is the info from the log file
I do have java 8 installed

thanks for your help!

Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on October 06, 2016, 08:13:07 PM
Hey Guys I was wondering if I could get some assistance! I am trying to start this mod. I do have graphics lib and lazy lib and the nexerelin mod installed with the homeworld one however when i start the game and right after the initial load finishes i get an error.


Fatal index 0 size 0

99465 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


that is the info from the log file
I do have java 8 installed

thanks for your help!
I wouldn't bother as the modder doesn't fix bugs very quickly and there are several bugs from what I remember. Along with that, the mod itself is VERY overpowered
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: DownTheDrain on October 06, 2016, 08:47:31 PM
Along with that, the mod itself is VERY overpowered

I don't think there's something inherently wrong with that as long as the player is aware of the lack of balance.
It's not exactly a vanilla-friendly mod anyway.

Using it with Nexerelin may be an issue though, unless AI vs. AI battles are handled in some abstract way and don't take the stats of the individual ships into account.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Weltall on November 02, 2016, 07:37:21 AM
Along with that, the mod itself is VERY overpowered

I don't think there's something inherently wrong with that as long as the player is aware of the lack of balance.
It's not exactly a vanilla-friendly mod anyway.

Using it with Nexerelin may be an issue though, unless AI vs. AI battles are handled in some abstract way and don't take the stats of the individual ships into account.

I remember I loved Red, the Oculian Berserks. What a fun overpowered faction. OP is definitely not a problem, since the only time I play with mods and know things are balanced, is when I use SS+ and the list of mods that are mentioned on it's page.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Botaragno on November 15, 2016, 01:43:06 PM
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Getting this launch and CTD error, apparently something to do with logos

But I have no clue how to fix it and no solution has been found that I can ascertain
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on November 15, 2016, 02:29:10 PM
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Getting this launch and CTD error, apparently something to do with logos

But I have no clue how to fix it and no solution has been found that I can ascertain
Don't bother. Defias doesn't answer bug reports and his "mods" are buggier than a maggot riddled zombie corpse
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Botaragno on November 15, 2016, 02:39:13 PM
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.super.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Getting this launch and CTD error, apparently something to do with logos

But I have no clue how to fix it and no solution has been found that I can ascertain
Don't bother. Defias doesn't answer bug reports and his "mods" are buggier than a maggot riddled zombie corpse

Come on, people have gotten it to work before hand. Something has to be fixable
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: MesoTroniK on November 15, 2016, 05:03:20 PM
Seconding what Midnight Kitsune said.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: slyn4ice on January 02, 2017, 12:25:48 AM
Hey guys, am I blind or is there no download link...
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Orikson on January 02, 2017, 12:30:27 AM
Hey guys, am I blind or is there no download link...

Download link is available, but incorrectly labelled.

However, my advice is not to use these 3 mods until they have been properly updated.

In the mean time, may I encourage you to read this thread to help you with your mod playthrough?

Link: http://fractalsoftworks.com/forum/index.php?topic=11462.0
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Turdicus on January 31, 2017, 06:05:22 PM
EEEEE I loved the Kadur Theocracy! If you bring them back I will be super pumped.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on January 31, 2017, 06:07:48 PM
EEEEE I loved the Kadur Theocracy! If you bring them back I will be super pumped.
This is not the original modder and thus the chances of them being brought into this crap tier mod are slim to none
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Altiarxsaint on February 08, 2017, 11:29:03 AM
Hey guys, am I blind or is there no download link...

Download link is available, but incorrectly labelled.

However, my advice is not to use these 3 mods until they have been properly updated.

In the mean time, may I encourage you to read this thread to help you with your mod playthrough?

Link: http://fractalsoftworks.com/forum/index.php?topic=11462.0
What is it labeled as? The only links I see are for 0.6.2 or something and when I try to run the game it crashes and tells me the logo is missing or some nonsense.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on February 08, 2017, 01:30:07 PM
Hey guys, am I blind or is there no download link...

Download link is available, but incorrectly labelled.

However, my advice is not to use these 3 mods until they have been properly updated.

In the mean time, may I encourage you to read this thread to help you with your mod playthrough?

Link: http://fractalsoftworks.com/forum/index.php?topic=11462.0
What is it labeled as? The only links I see are for 0.6.2 or something and when I try to run the game it crashes and tells me the logo is missing or some nonsense.
Looks like he took the download links down for his version. Oh and the logo error is because you are downloading the old 6.2 version, Basically just ignore this mod as it is OP as all hell and the modder doesn't fix stuff
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Altiarxsaint on February 08, 2017, 05:12:45 PM
Hey guys, am I blind or is there no download link...

Download link is available, but incorrectly labelled.

However, my advice is not to use these 3 mods until they have been properly updated.

In the mean time, may I encourage you to read this thread to help you with your mod playthrough?

Link: http://fractalsoftworks.com/forum/index.php?topic=11462.0
What is it labeled as? The only links I see are for 0.6.2 or something and when I try to run the game it crashes and tells me the logo is missing or some nonsense.
Looks like he took the download links down for his version. Oh and the logo error is because you are downloading the old 6.2 version, Basically just ignore this mod as it is OP as all hell and the modder doesn't fix stuff
That is incredibly unfortunate as Homeworld in the Starsector universe would be quite awesome to experience. But ty for the reply
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Weltall on February 10, 2017, 07:20:36 PM
It is nice to be back and see the caustic comments of Midnight Kitsune. I really was hoping for a positive update for this one, but I guess not.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: omatkoicorko on May 17, 2017, 10:17:06 AM
yuhu, anyone here? what about that great mod? is it going to be updated to 0.8?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Soren on May 17, 2017, 11:57:17 AM
Midnight likes to throw rocks and dance off, but his point is broadly correct; these mods aren't especially well balanced or implemented.

Short of a genuine revival with much more attention paid to unglamorous factors like deployment costs (let alone the massive, known, ignored balance issues and game-crashing bugs), these mods don't add very much into the game besides nostalgia. They aren't rebalanced around the current state of the game, and likely will not be. Their art isn't the most friendly with vanilla (look who's talking, right?), and even a straight compatibility update becomes more and more work for less and less return as the game diverges from the point where they were current.

Let sleeping mods lie.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: agrophobiac on May 17, 2017, 02:15:43 PM
Well I like nostalgia..
got fond memories of this mod and the original game.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Krelian on May 18, 2017, 09:57:03 AM
oh boy... cant at least the ship models be salvaged? these ships are the most beautiful ones next to diable
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Greek Fire on May 23, 2017, 09:56:50 PM
(http://avatar.home.xs4all.nl/signatures/hiigaran.png)

Hiigaran Descendants


Excerpts from a millennia-old Captain's Log, The Exile,
Spoiler
6510 GSY (Galactic Standard Year)
Look at what this war got us. The Bentusi are routing us all.
Why are we not giving up? Is this 'core' really worth the lives of millions?
I just got another report. Four of our fleets have just been destroyed around Angel Moon. Four! We can't put up a resistance to the Bentusi! Why aren't our superiors seeing this!

6510 GSY
Our fleet is demolished. Hiigara's military is basically non-existing. Still the damned core hasn't been given to the Bentusi. However, they stopped eradicating us. I guess that's something. But now what. We're helpless. If the treacherous Taiidani would want to make a move at us now, it would be our doom.

6510 GSY
I knew it. Reports are coming in, the Taiidani have started a war against us. That lunatic admiral Riesstiu will not rest until every last of our planets is in his hands.
Where are the Bentusi now? Rumours are they vowed to never wage war again, seeing the massacre they created. But this leaves us unarmed to the mercy of a bloodthirsty wolf!

6510 GSY
Apparently the Bentusi and the Galactic Council forced an agreement with the Taiidani. They stopped hunting our people. Their demand in return, however, is terrible. We are to leave Hiigara and the few planets still in our hands. An exile!
This is maddening. The Bentusi could stop this nonsense if they wanted. Damn their new-found pacifism!

6511 GSY
I've been commanded to captain one of the vessels that will take us away from here.
Most liveable planets are inhabited. Where do they expect us to go?
Seeing the ship I am extremely doubtful if we could even reach the edge of what was once our own space, let alone find an inhabitable planet. These transports were obviously constructed in a hurry.

6519 GSY
It's been years now. Most people are lucky to be sleeping in this rust bucket’s cryochambers. Three ships have already malfunctioned and either exploded or are lifelessly drifting around in space. Poor souls.

6521 GSY
Wormholes. They sometimes appear, only to disappear again years later.
We're near one, a six-month flight.

6521 GSY
I don't think we'll find a new home. Not in this ship and not in this area of space.
We have also been harrassed by the Turani. Eventually we'll have to pass through their space. I have no doubt that we'll be hunted down by them, for sport or for resources.
I've informed my crew that we'll be going through the wormhole, for better or worse. Some of the crew rebelled. I had no choice but to put them in cryostasis. The other captains have now labelled me as insane. Perhaps I am.

6522 GSY
It's been months since we passed through the wormhole. Ship sensors indicate the hole has closed again. We're alone. I am beginning to regret my decision, because, really, where the hell are we? Are we even in the same galaxy?
Hopefully I can hide my feelings from my already tense crew. There might be one bright point in all of this: I sincerely doubt any Taiidan or even Turanic raiders are hiding in this part of space.

6525 GSY
Land ho! Our sensors picked up an M-class planet in a small solar system. Arid, but liveable. Space isn't exactly a giant open planet-buffet, so this planet is what we should aim for.
We have agreed to name it New Hiigara.
We will make landfall within three months and will start opening up cryo chambers shortly after...

6531 GSY
It's been 5 years since the last person was pulled out of stasis. Terraforming and colonizing this planet is going smoothly, thanks to the technology onboard our prison ship. Our first city has already been founded, build out of the ship's hull, and our scientists and engineers are working around the clock to provide our people with advanced technologies.

Arid this planet may be, it's rich in metals.
We've already begun to create our first spaceships to explore the other planets in this star system.

6535 GSY , 2840 Anno Domini,
Incredible! How can this be? I just got reports that one of our recently launched scouts had contact with other humans. Non-Hiigaran or Taiidan humans. How can this be? What are the odds?
Their fleet was massive. Thankfully for us they were somewhat neutral. However, we cannot have any risks. Our council will be commencing a meeting soon to discuss  the start of building our own fleet. In my opinion, the sooner, the better.
[close]

The landfall on New Hiigara:
Spoiler
After sensors picked up the planet that would soon be called New Hiigara, the prison ship Khar-Sala spend three months travelling there due to its low-tech drive engines.
The landing was not without problems. The ship was build like a brick and landed like one. It would never fly again. A great number of people were severely wounded or even died after the harsh landing.

The captain did live to tell the tale. It can be noted that this might have been a bad thing for him, because many of the awoken Hiigarans were not happy after finding out their home planet was out of their reach forever.

Using building-sized air filtration devices, the first thing Hiigaran onboard scientists did was creating a safe breathing perimeter around the ship. Although the air on New Hiigara had oxygen, it was not enough to breathe well, and airborne bacteria needed to be removed as well.

In the following five years this perimeter was increased as more and more people were awoken from cryo-sleep. Around four hundred thousand people were eventually walking around on the planet, either in safe-breathing zones or out in the vast deserts and rocky plates with the help of oxygen masks.

The hull of the Khar-Sala was used to build the first New Hiigaran city, Sala. To date still the largest city on New Hiigara. Now a giant plasti-glass dome, safe from the harsh dry air outside.

It did not take long before Hiigaran scientists and engineers created the first mining drills and metals and a dark-bluish sludge were dug out of New Hiigara's crust. The sludge seemed to be a remnant solution of mass bacteria death, once alive millions of years ago. Until they had the means to manufacture their own synthetic oil this substance would do fine, smearing the giant gears of New Hiigara's rapid growing industry.

In over a hundred years Sala grew to be a gigantic dome, expanding hundreds of miles and two heavy industrial cities were completed. Five gigantic biodomes were created as well, near the planet's few lakes.
Population had boomed and now millions would live in New Hiigara's cities, biodomes and spaceships.

New Hiigara was flourishing.
[close]

The Council of Kiithid:
Spoiler
The Hiigaran people are separated into many houses, or families if you will, called Kiith.
Members of Kiith Ferriil, Gaalsien, Hraal, Jaraci, Kaalel, Magann, Manaan, Nabaal, Paktu, S'jet, Sagald, Siidim, Soban, Somtaaw and Tambuur were all represented onboard the Khar-Sala.

After landfall, the only right thing to do, at least according to the elder people of each Kiith, was to appoint a spokesman, a president, which would represent the Kiith's wishes in dayly council meetings. Fifteen people would represent the Council.
Although most Kiithid had their own political system as well, the Council held the final word.

It is interesting to note that the first agreement the Council made was to banish the Khar-Sala's captain  and every crew member that had agreed to go through the wormhole. The idea that Hiigara could quite possibly not even be in this star system weighted heavily on the New Hiigarans' minds.
[close]

New Hiigara and The Domain:
Written by echosierraalpha
Spoiler
When the New Hiigarans first made contact with the Hegemony shortly after clawing their way back up into the stars, all efforts were made to conceal the location of New Hiigara from the Hegemony in order to safeguard its safety. At the time, the New Hiigarans were not the military and industrial juggernauts they are today and as such, its best defense lies not in its military, but rather in its secrecy. Still, surprised and immensely worried by the huge discrepancy in military might between the two powers, and mindful of possibly becoming a vassal state should the Hegemony chooses to exert its will on the fledgling world, the Council of the Kiithid unanimously voted to use every resource and tap every pool of talent at its disposal in order to establish a potent military capable of fending off any and all threats. The greatest minds of an entire generation – combined with the manufacturing might of Kiith Hraal and Liir, amongst others, were dedicated to the sole, brutal task of creating fleets of ships equal to any navy in the sector.

Even as the New Hiigarans forged its new instruments of war, however, a significant amount of effort was put into contacting and establishing relations with the Hegemony. Through years of successful diplomacy, in no small part due to the efforts of Kiith Manaan, the New Hiigarans slowly came to learn the inner workings of their new home. Tech transfers, star charts, resources and info dumps were traded between the two, as were more esoteric things, like history and art. However, with survival on the forefront of the nation’s agenda, such trivialities were abandoned in favor more pressing and practical concerns.

Years pass, and what was once a civilization that was all but defenseless grew to become a local power that would give even the mighty hegemony pause. However, this rapid level of development was not without its costs. Its people, many of whom were physically, mentally and spiritually spent were getting frustrated. After years of preparing for an attack that never came, and a betrayal from the Hegemony that never materialized, many New Hiigarans grew disillusioned with the Council. Some Kiithid wanted to continue expanding their military, with the hopes of one day becoming the sole power in the sector, while others were more than content with what they had. Eventually, the latter group prevailed, and the New Hiigarans settled on a more leisurely rate of expansion. Factories and shipyards, once dedicated to the construction of military vessels, were now repurposed in order to produce civilian goods, and the brilliant minds that were once tasked to create a new generation of weapons now had the time to pursue their own interests. As such, it wasn’t long before a new discovery was made, one that shook New Hiigara to its very core.

New Hiigaran scholars, for once with time on their hands, poured through the history of the hegemony. Of particular interest to its scholars, in part due to its potential applications for New Hiigara as a newly-established power, is its founding. It is here that they learned of the fall, of the Domain and, most importantly, of the gates. Having lost the ability to create hyperdrives, and with no access to a core, the New Hiigarans had to resort to using the same wormholes that the locals use for extra-solar travel. These wormholes, while extremely useful as a mode of local travel, were simply not sufficient to travel across galaxies, let alone between them. Thus, when the Hiigarans learned of the Domain of man and of its wondrous gates capable of hurling a ship across the galaxy in an eye blink, it didn’t take much for the New Hiigarans to realize its potential applications. In particular, should the new Hiigarans discover the secrets of the gates, they may well find a means to return home.

 Up until that revelation, any and all attempts at returning to Hiigara was seen as an impossible endeavor. The massive wormhole that brought them here from another galaxy has since collapsed, and what few wormholes that did remain only led to local areas. As a result, when the news of the discovery broke, the entire population was once again galvanized. However small a chance of success, the mere possibility of returning to Hiigara someday was enough to send morale soaring. The men and women of New Hiigara who, mere months ago, were adrift without purpose or guidance threw themselves at their work once again, this time not out of fear, but out of hope. For the second time within a generation, the entire populace pooled its resources for a singular goal – to gather the resources and the knowledge necessary to return to their home world.

Unfortunately, this new wave of expansion did not go unnoticed by the locals. Ever since the Hegemony discovered the location of New Hiigara, The Navy had kept a close eye on the growing power. Though the Hegemony does not have the resources to take over the growing power without taking severe casualties in the process, it was always comforted by the knowledge that, when push comes to shove, they would come out on top. However, this new, rapid pace of expansion threatens to upset this status quo, and it wasn’t long before Hegemony High Command dispatched a massive fleet to the area as a way to send a strong message to the Hiigarans, as well as act as a delaying force should the Hiigarans initiate hostilities.

The deployment of such a large fleet, however, was not without its own unintended consequences. Rumors were abound on the final destination of the fleet, even before it left its moorings. Many of these rumors were nothing more than exaggerations and flights of fantasy, while others came dangerously close to its mark. In either case, curious adventurers, bold explorers and greedy pirates were already waiting by the time fleet left the port, and despite the best abilities of the Hegemony fleet, they were unable to shake the fleets of ships tailing them. Despite the compromised nature of their mission, however, the fleet was given the go-ahead to transit to the outskirts of Hiigarans space and establish a forward operating base in a nearby star system. Alarmed both by the presence of the Hegemony fleet and the unknown fleets tailing it, and fearing an imminent invasion, the New Hiigarans placed their forces on high alert and cut all ties with the Hegemony, and while the two powers have not yet shown any signs of overt hostility towards each other, both treat the other with suspicion: one driven by seeing the other as a growing threat to its rule, the other as would be conquerors who brought with them the dregs and criminal elements of their society in order to spread lawlessness and terror in what was once a quiet corner of the sector.
[close]

Credits:
Spoiler
Huge thanks:
Original ship art and turrets (used with permission, this guy's awesome):
Kalthaniell (http://www.matrixgames.com/forums/tm.asp?m=2845072)

Original image used for portraits:
Guesscui (http://cghub.com/images/view/141304) (Link has died.)

Planet art:
Duael Designs LLC & Robert Stein (http://freebitmaps.blogspot.nl) - New Hiigara
Planet Creator, Christian Hart - Jakuul, Koya, Daiamid, Maal

Special thanks:
- Trylobot, Trylobot's STARSECTOR Ship Editor. Seriously, you, sir, are awesome and I salute you. I can't imagine having to create ships without it.
- Thule, for allowing me to adapt his 'contract' script.
- LazyWizard (http://fractalsoftworks.com/forum/index.php?topic=3173.0) <3
- Wyvern and Lazywizard, for their Saved Variant Extractor.
- Fractal Softworks, for allowing people to create modifications and, ofcourse, creating this game.
- Relic, r.i.p. Thank you for blessing the world with two great games. /melodramatic
- megal00t and Relic, Homeworld 2 cruiser, carrier and corvette render.
- echosierraalpha, New Hiigara vs The Dominion story.

Thanks:
- silentstormpt, for directing me to LazyWizard's guide.
- IceXuick, for his sheet of doodads. Could lazily decorade my huge laser cannon with it. <3 Laziness
- Ember, testing, with video feedback even.
- Silver Silence, testing, feedback.
- echosierraalpha, Lore Keeper
[close]

Tools used:
Spoiler
- Trylobot's STARSECTOR Ship Editor, (http://fractalsoftworks.com/forum/index.php?topic=375.0)
- Saved Variant Extractor, (http://fractalsoftworks.com/forum/index.php?topic=5463.0)
- NetBeans IDE 7.3.1,
- Adobe Photoshop CS5,
- OpenOffice Calc 3.4.1, the poor man's MS Excell. Well, at least it worked, sort of.
- Notepad++
[close]

Screenshots:
Spoiler
The Qwaar, in all its glory:
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen1.png)
Empty the batteries!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen2.png)
The Jnaar in action. Incidentally, it got ripped to shreds.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen3.png)
My face! It's melting!
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen4.png)
My gun is bigger than yours.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen5.png)
Home sweet home.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen6.png)
Letting out the dogs.
(http://avatar.home.xs4all.nl/downloads/Starsector/HDScreen7.png)
[close]

Huge picture with all ships in it:
Spoiler
(http://avatar.home.xs4all.nl/downloads/Starsector/HDShips.png)
[close]

Download:
[Direct Link] (http://avatar.home.xs4all.nl/downloads/Starsector/HD_062a_v110.rar) (0.62a) //Legacy Link
[LazyLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
[ShaderLib is required!] (http://fractalsoftworks.com/forum/index.php?topic=7958.0)

I hope you'll enjoy it!

- Gotcha!

In order to avoid further hassle with the old thread I've decided to create a new one which I can update when needed.
Since I really liked the Hiigarans and The Bushi mods, I've decided to bring them up speed for the current version. Before anyone asks, I have the permission of the original author.

Hiigaran Descendants: To be updated.

Changes:
- Buffed all ships slightly in the hull and armor department.
- Increased burn speeds to enable the use of the new sensor mechanics.
- Added ShaderLib effects to all projectiles.
- Tweaked tactical speeds to be more sane.


Known issues so far:
Some have reported having crashes when launching the game with these mods. I suggest using Java 8 in your Starsector JRE folder if you encounter these crashes.
Hiigarans won't play nice with Fleaden mod (Fixed)
Hiigarans works with Nexerelin but will crash if the Corvus option is selected.


I'd like to actually add more to what currently exists possibly adding a few new ships/weapons to both mods, but that will come later after I've also revamped Bushi.
Any ideas or suggestions are greatly appreciated.
I haven't had a lot of time to test the ships vs current vanilla/mod variants so I don't know if they still stack up well vs the rest of the Modverse.



Is this going to be updated for 8.0?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on May 24, 2017, 12:34:51 PM
Midnight likes to throw rocks and dance off, but his point is broadly correct; these mods aren't especially well balanced or implemented.

Short of a genuine revival with much more attention paid to unglamorous factors like deployment costs (let alone the massive, known, ignored balance issues and game-crashing bugs), these mods don't add very much into the game besides nostalgia. They aren't rebalanced around the current state of the game, and likely will not be. Their art isn't the most friendly with vanilla (look who's talking, right?), and even a straight compatibility update becomes more and more work for less and less return as the game diverges from the point where they were current.
Awwwww, Soren! I didn't know you cared so much!

And Soren is right: This mod doesn't need to be updated, it needs to be gutted, rebuilt and rebalanced from the ground up by a modder that knows what they are doing (this includes not using java 8 ), responds and FIXES their bugs and balance issues in a timely matter and finally, that they actually CARE about the mod. This issue though is that the chances of a new modder entering the scene with that level of experience would most likely want to work on their own either starting out or soon after.
And sometimes nostalgia is better to be remembered than to be re-experienced. So let's do as Soren said and
Let sleeping mods lie.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Soren on May 24, 2017, 01:11:55 PM
Let's be totally fair: throwing rocks is awesome sometimes. 'Twas not a dig at you.

This might actually be a good place to talk about what rebuilding a mod this old for 0.8 actually entails, though, and what, specifically (besides bugs) is worth changing in a .62a mod to make it viable in 0.8 and soon 0.8.1.

For starters, I'd say that for the actual gameplay variety, this mod has too many weapons. HE and KE versions of the same gun with an orange stripe? Why not have one version of each, all built-ins, with high per-shot frag damage. That feels Homeworldy - rather than 'Homeworld skin for Starsector'. And missiles; I think it's clear that Homeworld-style missiles and Starsector-style missiles are fairly different. Why not take a page from the experiment with regenerating missiles? Lower damage, long recycle times, clip-based reloading.

You could say the same for ships; more effort put into fewer hulls will yield a much more compelling, satisfying mod.

Sprites; the art is kind of a mishmash of 3D renders and 2D work that could stand another pass. Probably the worst single issue is the sheer variety of texture and color variations between weapons and hulls; some of them seem to have been rendered with different hue and saturation settings and totally different textures. At minimum, that needs to be unified. It would also be nice to move things closer to David's current, more painterly Starsector art; I bet you could even find a nice shader for that.

Campaign layer: now that Remnants and Domain autodefenses are in the game, it calls into question whether a given faction concept is suited to be a full player faction or an AI-only faction that exists to challenge the player. There's room for challenge factions and powerful enemies out there, and it might be worth remaking the mod as one of those.

(The orbital shipyard thing the original mod does is clever, I like that. That's worth reviving.)

Looking at the above, it's pretty clear to me that the workload looks more like a new faction with almost totally new mechanics than a simple polish pass. That, at least, would involve a lot less sifting through files and approving your keeps and discards with the original modder.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on May 24, 2017, 03:49:18 PM
Let's not forget all the things to just to get it to WORK in .8.1. From what I understand, that alone is quite the effort
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Soren on May 24, 2017, 04:22:04 PM
It's a long weekend's worth of work, having done it once already. The question is - would it be worth it?
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: PREDGEHAMMER on August 06, 2017, 06:17:58 AM
It's a long weekend's worth of work, having done it once already. The question is - would it be worth it?

I would say YES as I am a huge Homeworld fan and to being able to pilot the Higarrian battle cruiser killing everything would... just... be...epic!
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Bash on August 06, 2017, 07:29:39 AM
would say yes too
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Gotcha! on August 06, 2017, 02:58:50 PM
It's too bad DefiasOne never got anywhere.

Quite some work indeed. I'm probably going to recreate everything from scratch when the full release of the game is here.
As long as the game is being developed I don't have the motivation for it; I lack interest in the game at the moment (I'll be psyched when Alex is done though) and any update would probably break stuff again.

@Soren: If you have any tips for shading them, then I'd be very interested. I own Photoshop, in case you know of some nice filter to download somewhere.
I've touched up the ships in the past, they looked even more out of place before that, but yeah, they're far from looking vanilla.

@Everyone: Feel free to recreate the mod from scratch if you feel like it. I don't mind. I might make my own version when the game's done, but if someone beats me to it then I simply won't. :)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: cjusa on August 10, 2017, 08:02:50 PM
It's too bad DefiasOne never got anywhere.

Quite some work indeed. I'm probably going to recreate everything from scratch when the full release of the game is here.
As long as the game is being developed I don't have the motivation for it; I lack interest in the game at the moment (I'll be psyched when Alex is done though) and any update would probably break stuff again.

@Soren: If you have any tips for shading them, then I'd be very interested. I own Photoshop, in case you know of some nice filter to download somewhere.
I've touched up the ships in the past, they looked even more out of place before that, but yeah, they're far from looking vanilla.

@Everyone: Feel free to recreate the mod from scratch if you feel like it. I don't mind. I might make my own version when the game's done, but if someone beats me to it then I simply won't. :)
Awww. And I thought you crawled back out from the grave of (possibly) dead modders. I'd revive Kadur at the very least, but my current tools and skills would not do the mod justice. I hope you come back fully some day.
P.S.: If you do redo the mod, keep the Sling ABMs. They were quite fun.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Gotcha! on August 11, 2017, 02:23:44 AM
Awww. And I thought you crawled back out from the grave of (possibly) dead modders. I'd revive Kadur at the very least, but my current tools and skills would not do the mod justice. I hope you come back fully some day.
P.S.: If you do redo the mod, keep the Sling ABMs. They were quite fun.
Euh... Kadur isn't my mod though. :P
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: cjusa on August 11, 2017, 07:40:05 AM
Awww. And I thought you crawled back out from the grave of (possibly) dead modders. I'd revive Kadur at the very least, but my current tools and skills would not do the mod justice. I hope you come back fully some day.
P.S.: If you do redo the mod, keep the Sling ABMs. They were quite fun.
Euh... Kadur isn't my mod though. :P

Derp.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Ratheden on August 30, 2017, 04:50:00 PM
Just know that fans of this mod are hope'n you will update it to 8.1+

Love this mod!
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: lechibang on September 02, 2017, 10:46:37 AM
Modders should have their own patreon page for something like this - to give them some sort of motivation
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Midnight Kitsune on September 02, 2017, 01:46:30 PM
Modders should have their own patreon page for something like this - to give them some sort of motivation
Some DO have donation links on their pages
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Rathorn on March 04, 2018, 11:27:48 AM
So I know this is an old thread, but I'm still running starsector 7.2 and trying out different mods. I read through and noticed at least one other person encountering the Fatal: JSONObject[ "logo" ] not found crash when trying to load the game with Bushi enabled. Is there a fix for this?

On a related note, I've found that manually balancing things for myself is easy, just time consuming, I.E. editing burn speeds, ship costs and weapon stats for the Hiigaran Descendants mod.
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: omatkoicorko on August 21, 2018, 03:53:30 AM
some is going to refresh this mod? it is great and i love it, and as Star Sector is now 0.9, it would be great if some one starts to mod it again :)
Title: Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived
Post by: Takion Kasukedo on August 21, 2018, 05:48:33 AM
Only if someone is willing to maintain and adapt the mod for each phase of Starsector.

Otherwise it's unwise to bother.