Fractal Softworks Forum

Starsector => Mods => Topic started by: Dark.Revenant on April 20, 2016, 01:42:33 AM

Title: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on April 20, 2016, 01:42:33 AM
Download Underworld 1.4.7 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.7.7z)
Download Mirror (https://drive.google.com/file/d/1e-V_AyS_Ekzac321gX0wA0fMP_Tflbz8/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by Nexerelin 0.9.7c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!

Note about DynaSector
DynaSector is necessary for debris/salvage adjustments to certain Imperium campaign features.  Without certain features added by DynaSector, significantly more gear is possible to salvage than is actually intended, which can negatively impact balance and your enjoyment of the game.  If you don't like certain changes introduced by DynaSector, (nearly) all of them can be turned off in DYNASECTOR_OPTIONS.ini.


Contents
Underworld seeks to flesh out the pirates and criminal elements in Starsector.  Included are numerous new ships, the Starlight Cabal faction, Cabal skins, an IBB battle featuring a unique Astral, a new star system, and numerous campaign features.

(https://thumbs.gfycat.com/AdeptLinearDromaeosaur-size_restricted.gif) (https://gfycat.com/gifs/detail/AdeptLinearDromaeosaur) (https://thumbs.gfycat.com/AcclaimedPhysicalFugu-size_restricted.gif) (https://gfycat.com/gifs/detail/AcclaimedPhysicalFugu)

Ships

Spoiler
Sidecar-class Frigate The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_sidecar_ff.png)
HELMUT


Venom-class Combat Freighter The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_venom_ff.png)
Tartiflette


Torch-class Gunboat Pirates Plus
(http://www.sc2mafia.com/Starsector/ssp_torch.png)
Cycerin


Scythe-class Phase Frigate The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_scythe_ff.png)
Shellster and Tartiflette


Tiger-class Frigate Pirates Plus
(http://i.imgur.com/U2lMuxi.png)
Cycerin


Predator-class Frigate
(http://i.imgur.com/FNQoUVn.png) (http://i.imgur.com/JV1veA2.png)
AxleMC131 and Dark.Revenant


Predator-X-class Frigate
(http://i.imgur.com/74H94bN.png)
AxleMC131, Dark.Revenant, and HELMUT


Venom-X-class Frigate The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_venomx_ff.png)
Tartiflette, Shellster, and MesoTroniK


Boar-class Destroyer The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_boar_dd.png)
Shellster, Tartiflette, and MesoTroniK


Shark-class Battle Barge Pirates Plus
(http://i.imgur.com/LxCH0AG.png)
Cycerin


Mongrel-class Gunboat
(http://i.imgur.com/rG49mAo.png)
HELMUT


Barbarian-class Cruiser The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_barbarian_cc.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK


Stalker-class Cruiser The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_stalker_cc.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK


Amalgam-class Death Barge
(http://i.imgur.com/tvhBXzR.png)
HELMUT


Dragon-class Battlecruiser The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_dragon_bc.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK


Renegade-class Battlecruiser Pirates Plus
(http://i.imgur.com/fv0MxiQ.png)
Cycerin


Infernus-class Battlewagon The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_infernalmachine_fs.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK
[close]


Fighters

Spoiler
Revolver Support Fighter Wing
(https://i.imgur.com/JHD0MZm.png) (https://i.imgur.com/JHD0MZm.png)
Tartiflette, HELMUT, MesoTroniK


Razor Fighter Wing
(https://i.imgur.com/jSWp0XT.png) (https://i.imgur.com/jSWp0XT.png) (https://i.imgur.com/jSWp0XT.png)
(https://i.imgur.com/jSWp0XT.png) (https://i.imgur.com/jSWp0XT.png)
HELMUT, MesoTroniK
[close]


Starlight Cabal
(https://i.imgur.com/dNF0Ot9.png) (http://i.imgur.com/xiqPUHx.png) (http://i.imgur.com/XratoXY.png) (http://i.imgur.com/1qsBnUS.png) (https://i.imgur.com/B3zr8ys.png) (http://i.imgur.com/UU8BEoM.png) (http://i.imgur.com/vc8DGHO.png) (https://i.imgur.com/NlTX3a8.png)
(http://i.imgur.com/bmDSIj0.png) (https://i.imgur.com/4iOtmaN.png) (https://i.imgur.com/TrHBWP4.png) (https://i.imgur.com/s7l8ALV.png) (https://i.imgur.com/yeA8t9i.png)
HELMUT, King Alfonzo, Lloyd, Tartiflette, Nia, MesoTroniK, and the unofficial Starsector Discord community

The Starlight Cabal is an exclusive cult of like-minded entrepreneurs and inheritors with deep ties to the Tri-Tachyon Corporation. Believing that the future of mankind lay in complete technological synthesis, the Cabal ostensibly seeks to bring a subset of humanity to a higher, euphoric state of being. However, to attain ascension, the price is steep. In fact, the cost is literal; tremendous periodic payments are paid directly to the Cabal hedge fund for the privilege of membership. This has led skeptics to mock the Cabal as an elaborate scam, even though many such skeptics have abruptly vanished after voicing their opinion.

The Starlight Cabal enforces a doctrine of theft and aggression, broadly engaging in acts of piracy and terrorism. Targets are generally chosen by direct command from the Starlight Council for reasons unknown.


The Cabal are the high-tech counterparts of pirates.  While they tend to have a different attitude and accept payment to leave you alone, they definitely pose a threat to the unwary.  Cabal fleets are particularly difficult to fight due to their variety of powerful ships and weapons (especially when enabled with DynaSector), and their unique upgraded ships.

It is possible to get in good with the Cabal, gaining access to high-end markets located on some large non-military Tri-Tachyon worlds.  Be prepared to pay the fee to see their wares, however...


(http://i.imgur.com/wuYEFc5.png) (http://www.sc2mafia.com/Starsector/donate/index.html)


Change Log
Version 1.4.7 (January 10, 2021):
- Made the Infernus less likely to be available to purchase in markets
- Added custom Nexerelin start "The Infernal Machine"
  * Start with a salvaged unique Infernus (Augmented Drive Field built-in) and a mid-size scavenged fleet (all with starting d-mods)
  * Start inhospitable with most factions (and vengeful with pirates)
  * Restore the ship, one upgrade at a time, to its former glory and beyond
  * Branching and mutually-exclusive upgrade paths

Version 1.4.6 (December 25, 2020):
- Cabal extortion/contribution: Force open comm link on fleet interaction (fixes the "skip contribution by closing dialog" exploit)
- Dragon now has a large composite mount on the left side
- Fixed version file HTTPS redirect

Version 1.4.5 (September 28, 2020):
- Fixed bug where most battles with Dickerson counts as a Dickerson kill
- Fixed a Cabal dice game having the wrong score requirement
- Made the Infernus rarer
- Some configuration for compatibility with various other mods
- Prevent Cabal from spawning with unnatural sizes if there's somehow a Cabal-owned market somewhere in the sector
- Migrated version file to custom host (sigh)

Version 1.4.4 (July 11, 2020):
- Actual fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Some configuration for Vayra's Sector and Starship Legends

Version 1.4.3 (July 8, 2020):
- Shielded Cargo Holds now loosely affects the demands of Cabal extortion attempts
- Fix a rare crash in Cabal fleet AI
- Possible fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Migrated version file to BitBucket

Version 1.4.2 (December 23, 2019):
- Added Starlight Doom
- Added Cabal bar event
- Fixed issue where turning transponder off and on after paying a Cabal shakedown "reveals hostile actions"

Version 1.4.1 (September 8, 2019):
- Dickerson fleets prefer larger ships at higher levels; have more and better officers
- Fixed "loose" enemy fighter wings in Purple Haze mission
- Revolver's main weapon will target missiles if no other targets are in range
- Made Cabal somewhat less aggressive in the early game
- Cabal spawns decrease to near-0 when far from Cabal-influenced or Tri-Tachyon markets
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
- New sprites for Euphoria, Starlight Afflictor, and Starlight Wolf

Version 1.4.0 (July 12, 2019):
- Added Starlight Odyssey
- Added Starlight Eos
- Added Starscream-class Combat Transport
- Cabal Upgrades is now a 50% supply penalty, from 33%
- Adjusted Cabal spawning to have fewer logistics ships (especially for the small fleets)
- Adjusted Cabal spawning to trend much larger over time and with higher player levels
- Cabal fleets will now change factions on-the-fly to avoid difficult situations and hopefully survive longer
- Cabal extortion refusal reputation penalties work now
- Mongrel and Amalgam are now tagged with ALWAYS_PANIC

Version 1.3.3 (June 28, 2019):
- Fixed extorting own faction fleets
- Added Starlight Shrike
- Enhanced each Starlight skin...

Version 1.3.2 (May 17, 2019):
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- Increased Renegade flux capacity to 20,000 from 18,000
- Increased Renegade top speed to 40 from 35, improved accel/decel/turning
- Cabal commanders can now be found with Loadout Design skill
- Fixed Cabal-related non-CTD NPE
- Fixed Cabal taking marine slaves...

Version 1.3.1 (February 2, 2019)
- Biased Cabal fleet sizes to be smaller on average
- Made Cabal fleet aggression triggering range shorter
- Adjusted negative reputation impact from refusing Cabal extortion
- Revised Cabal spawning behavior, should be in-system more often and avoid crazy build-up
- Fixed Cabal submarket access behavior when the player is Friendly or Cooperative
- Vesperon Combine whitelist

Version 1.3.0b (January 13, 2019)
- Emergency Cabal-related crash hotfix

Version 1.3.0 (January 12, 2019)
- Removed Pillage event
- Predator and Predator-X flux capacity reduced to 2200 from 2500
- Stalker top speed reduced to 45 from 50, reduced deceleration
- Renegade shield efficiency nerfed to 1.4 from 1, but increased flux capacity to 18,000 from 16,000
- Boar shield efficiency buffed to 1 from 1.2
- Removed all (D) skins
- Scythe now has a normal phase cloak
- Infernus' built-in wings are now both borers
- Added a fancy trail for the Prototype Gauss Cannon
- Infernus now uses the Burn Drive system
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Fixed/standardized file and ID prefixes
- You can now buy the Cabal Blueprint Package at the Cabal Exchange... if Cooperative with them
- Cabal Exchange fee and tariff now depends on wealth, income, and relationship level
- Cabal Exchange will refuse to sell certain ships if you don't have enough money
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a

Spoiler
Version 1.2.2 (April 23, 2018)
- Revamped Dickerson's level scaling and added a utility console command
- Minor Dickerson, extortion, crash fixes
- Improved pirate fleet composition
- Cabal submarket no longer free to enter at zero stability

Version 1.2.1 (January 26, 2018)
- Improved/fixed player extortion

Version 1.2.0 (December 1, 2017)
- Added Revolver-class support fighter
- Added Razor-class fighter

Version 1.1.3 (October 1, 2017)
- Fixed crash on game start in Nexerelin's random mode
- Fixed rare possibility of getting stuck in interaction dialog with Cabal
- Fixed some player extortion issues

Version 1.1.2 (June 19, 2017)
- Predator and Predator-X now have a 150-degree 0.4-upkeep front shield (was 120-degree 0.5-upkeep omni)
- Fixed Cabal still being aggressive to poor players
- Disco Ball now has 6 Tachyon Lances
- Major adjustment to fleet composition ratios for various factions

Version 1.1.1 (June 10, 2017)
- Improved Cabal extortion calculations, especially for fighter LPCs
- Cabal leaves you with more supplies
- Cabal won't attack you if you're so poor that you have nothing to extort, unless reputation is Vengeful
- Additional DynaSector support
- Added a relay to Styx
- Improved various odds and ends

Version 1.1.0 (June 4, 2017)
- Updated to support Starsector 0.8.1a
- Added pirate pillager fleet event
- Added player extortion of NPC trade fleets
- Added super secret ship and weapon
- Added Styx system featuring a special pirate station with a new submarket
- Adjusted various ship stats to meet new standards
- Killer Bee (IBB wing) now has Heavy Burst PD instead of Phase Lance (oh god)
- Infernus now has two built-in wings: one borer wing and one mining pod wing
- Infernus system is replaced with Reserve Deployment
- Infernus now has built-in Operations Center and Salvage Gantry
- Dragon now has two flight decks
- Renegade now has a flight deck
- Stalker now has a built-in wing: borer wing
- Stalker system is replaced with Accelerated Ammo Feeder
- Stalker now has built-in Survey Equipment
- Updated sprites for Tiger, Shark, and Renegade
- Rebalanced Torch
- Adjusted debris/derelict spawning for Cabal fleet battles

Version 1.0.5 (March 26, 2017)
- Added Predator, Predator D, and Predator-X ships
- Fixed Cabal market tariff bug
- Added Purple Haze mission

Version 1.0.4 (January 8, 2017)
- Added Cabal Tempest
- Updated all Cabal ship sprites
- Prevented exploit where you can buy Cabal Exchange weapons even if you have not paid to unlock the market (they now have an absurd tariff until unlocked)
- Increased OP of Barbarian to 135 from 130
- Updated ship prices
- Slightly increased Barbarian maneuverability

Version 1.0.3 (September 17, 2016)
- Cabal fleet count improved (smarter)
- Updated for Exigency
- Shark and Venom now have shielded cargo holds

Version 1.0.2 (May 21, 2016)
- Cabal faction entry is now hidden if Cabal is disabled
- Cabal faction no longer uses a nonexistent name source
- General compatibility update

Version 1.0.1 (April 22, 2016)
- Fix an ID change

Version 1.0.0 (April 20, 2016)
- Initial release (split from Starsector+)
- startOptions.json now called UNDERWORLD_OPTIONS.ini
- Removed Bull
- Renegade and Infernus reworked
- Fixed Cabal bug that made it impossible to become non-Hostile with them
- Removed High Maintenance from Cabal ships, added nominal logistics penalty to Cabal Upgrades
[close]


Credits
Dark.Revenant for general development
HELMUT for art assets
Shellster, King Alfonzo, and Lloyd for additional art assets
Cycerin for Cabal music and the Pirates Plus mod
MesoTroniK for The Infernal Machine mod and art assets
AxleMC131 for the original Predator sprite
Bloodtrailkiller for a portrait
Psiyon for a system background
Some of these may be modifications of the original work.
Title: [0.7.2a] Underworld 1.0.1
Post by: Dark.Revenant on April 22, 2016, 07:31:40 PM
Download Underworld 1.0.1 (https://www.mediafire.com/?gzam1stdmbunccg)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!

DOES NOT WORK WITH STARSECTOR+



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.1 (April 22, 2016)
- Fix an ID change
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: Deshara on April 23, 2016, 12:19:31 PM
Oh yes. Yes please. I need more Cabal.
In fact, since before you split SSP and Cabal your work with the high-end alternative to pirates has made me wish the Luddic Path and Pirates were worked a bit more like the Cabal-- the Luddic Path in that you could (through console if nothing else) become a part of them and Pirates to make them attempt to extort you if they're just on the underside of being able to take you but you're carrying valuable cargo inside of non-dedicated (which would be out of a fight and therefor not risk being lost if one or two ships get tanked in an otherwise won fight) so as to give them a bit more wiggle room to interact with and threaten you besides chasing you down if you're weaker and running away if you're stronger-- and giving you more reason to run them down when you have the opportunity to make pirates see you as being more of a threat and less likely to harass you for extortion money
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: BHunterSEAL on April 24, 2016, 11:54:47 AM
I like the new pirate ships but prefer to play without the Cabal. Has anyone had success setting "starlightCabal":false--are they supposed to still appear in the Factions screen when off?
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: Dark.Revenant on April 24, 2016, 12:08:04 PM
They don't spawn.  I didn't implement anything that would remove them from the faction screen.
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: adimetro00 on May 14, 2016, 01:54:02 AM
The Cabal Encounter music is a good bit louder than other music

eg. I was cruising along, hunting some Cabal, when suddenly SPACE DISCO MUSIC!
Oh man, please reduce the volume to vanilla music levels
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: Alphascrub on May 14, 2016, 02:06:54 AM
The Cabal Encounter music is a good bit louder than other music

eg. I was cruising along, hunting some Cabal, when suddenly SPACE DISCO MUSIC!
Oh man, please reduce the volume to vanilla music levels

I maybe speaking out of turn here but I think the Cabal music is meant to be loud and annoying. Kind of snobbish if you will.

I could have sworn DR mentioned it was supposed to be a bit over the top somewhere. I just don't remember where.
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: CaptainWinky on May 14, 2016, 07:31:35 AM
I maybe speaking out of turn here but I think the Cabal music is meant to be loud and annoying. Kind of snobbish if you will.

I could have sworn DR mentioned it was supposed to be a bit over the top somewhere. I just don't remember where.

It seems appropriate in my opinion.  Imagine your fleet is flying around and minding their own business when some rich jerk in a purple Medusa flies up and wants you to fund his next ship purchase, with Space Disco blasting in the background of the comm channel while he makes his request.
Title: Re: [0.7.2a] Underworld 1.0.1
Post by: adimetro00 on May 14, 2016, 09:17:44 AM
It seems appropriate in my opinion.  Imagine your fleet is flying around and minding their own business when some rich jerk in a purple Medusa flies up and wants you to fund his next ship purchase, with Space Disco blasting in the background of the comm channel while he makes his request.

Which said, he still does that even when i'm in my Conquest. With the full fleet. On my way to invade some poor faction's station
Title: [0.7.2a] Underworld 1.0.2
Post by: Dark.Revenant on May 21, 2016, 02:18:10 PM
Routine update.

Download Underworld 1.0.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.0.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.5c (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.2
- Cabal faction entry is now hidden if Cabal is disabled
- Cabal faction no longer uses a nonexistent name source
- General compatibility update
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: joey4track on May 30, 2016, 04:08:29 PM
It says in OP that this is Nexerelin supported but it is not showing as an option to start in the faction. I have also not come across any if the ships, weapons etc.. but I really haven't explored much yet. Is this not a playable faction?
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: adimetro00 on May 30, 2016, 06:40:59 PM
Try starting as a pirate. The mod is designed to be an extension to the Pirate faction. Oh,and if you want the Cabal to be friendly to you, try starting as a tritach. or... if you want to keep your faction (and save) you can hunt pirates or cabals and hope that the ship you want is captureable. and make sure you have enough marines.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: zeno0010 on August 01, 2016, 04:17:01 AM
So has anyone actually been able to use the cabal markets?

I have them at (81/100) cooperative and their markets still say "requires clandestine approach"
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Orikson on August 01, 2016, 06:33:39 AM
So has anyone actually been able to use the cabal markets?

I have them at (81/100) cooperative and their markets still say "requires clandestine approach"

That usually means transponder off, if I'm not mistaken
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: zeno0010 on August 01, 2016, 12:32:19 PM
So has anyone actually been able to use the cabal markets?

I have them at (81/100) cooperative and their markets still say "requires clandestine approach"

That usually means transponder off, if I'm not mistaken

You are totally right, Tyvm.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Grizzlyadamz on August 09, 2016, 12:13:11 PM
Hey, posted this in the wrong thread earlier, moving it here.

I'd like to suggest adding Shielded Cargoholds to a lot of the pirate vessels.

Seems strange that the Venom, a pirate-designed bare-armor combat freighter, has unshielded holds.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: King Alfonzo on August 09, 2016, 05:08:31 PM
Seems strange that the Venom, a pirate-designed bare-armor combat freighter, has unshielded holds.

I think that's kind of the point.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Weltall on August 09, 2016, 06:09:41 PM
Seems strange that the Venom, a pirate-designed bare-armor combat freighter, has unshielded holds.

I think that's kind of the point.

I do not see how that is the point, especially when it is supposed to be capable of ferrying illegal cargo admirably.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: King Alfonzo on August 09, 2016, 08:22:52 PM
I do not see how that is the point, especially when it is supposed to be capable of ferrying illegal cargo admirably.

I think they mean along the lines that it's fast and shooty, making it good at avoiding patrols either through speed or safely ferry it through combat. Also I think they mean from the perspective from a pirate captain; if you get caught, you're not going to get scanned, you're going to get shot at.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Weltall on August 09, 2016, 08:40:22 PM
Actually I would totally agree, about pirates not really caring for shielding. It is not like anyone would trust them to begin with.

But with that train of thought, shouldn't you wonder; Why the pirate variant of buffalo has Shielded Cargo Holds?
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Grizzlyadamz on August 09, 2016, 09:20:03 PM
And pirates rub shoulders with smugglers.

In fact they're two sides of the same coin.
Say you're a pirate engineer, and your boss is withholding your narcs until you've redesigned the hound (a cargo freighter) to perform even better in that role.
You've got two distinct demographics to target:

Sure the former don't have as much of a use for cargo-shielding, but it's vital for the other half of the market & it's still gravy for the former.


Case in point, I'm playing as a pirate-smuggler and this is the reason the Venom isn't even in consideration for me.
It would be an interesting trade-off between OP/mounts & maintenance cost, but the fact that it'd cut my shielded cargo capacity in half puts a foot on the scale.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Sy on August 10, 2016, 10:14:16 AM
isn't the primary in-lore purpose of Shielded Cargo Holds to protect freight against radiation or some such? i think the gameplay effect of shielding against scanners is supposedly just a custom (albeit common) modification that is done by whoever flies the ship, rather than part of the ship's blueprint.

so i do think shield-less transports / combat freighters should always have that hullmod, when looking at it purely from a lore perspective, regardless of how and by whom the ship is used in practise.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Weltall on August 10, 2016, 03:05:11 PM
So that means that it does not fir the lore a pirate cargo ship to have shielding? This is a pirate transport we are talking about, not just one that is used by factions as a cheapskate/different solution. More or less like the modified pirate buffalos. They are modified by pirates, in order to be able to transport illegal goods after all.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Grizzlyadamz on August 10, 2016, 06:46:43 PM
I think Sy was agreeing with us- since vanilla bare-armor ships have SCH, (regardless of faction), and since most pirate ships are bare-armor, then most pirate ships should have SCH.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Sy on August 10, 2016, 07:09:48 PM
I think Sy was agreeing with us- since vanilla bare-armor ships have SCH, (regardless of faction), and since most pirate ships are bare-armor, then most pirate ships should have SCH.
basically, yeah.

i think there could be gameplay/balance arguments against giving all of them that hullmod, like allowing some ships to keep a unique role besides their combat capabilities. but lorewise, i think every ship that has any noteworthy cargo capacity but no shields should have SCH.
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Weltall on August 10, 2016, 07:20:36 PM
Sorry, I am Greek. English is not my first language, so many times I express myself or read things the wrong way XD
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: Thecrashingwave on September 05, 2016, 05:23:35 PM
Is this mod compatible with SS+ as of the 1.2 patch?
Title: Re: [0.7.2a] Underworld 1.0.2
Post by: King Alfonzo on September 05, 2016, 05:55:20 PM
Yes, but you also need dynasector (IE you need to run both SS+ 3.5.2 and Dynasector 1.0.3 running simultaneously).
Title: [0.7.2a] Underworld 1.0.3
Post by: Dark.Revenant on September 17, 2016, 07:20:47 PM
Not a large update, but it lays some groundwork for a bigger mod...

Download Underworld 1.0.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.0.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.3.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.5c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.3
- Cabal fleet count improved (smarter)
- Updated for Exigency
- Shark and Venom now have shielded cargo holds
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: Orikson on September 17, 2016, 07:32:07 PM
Oh my, do I see Exigency coming soon? Nice tease!
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: DrakonST on September 17, 2016, 08:55:24 PM
"Not a large update, but it lays some groundwork for a bigger mod..."
What us waits? Maybe you will tell a little? ::)
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: MesoTroniK on September 17, 2016, 09:27:55 PM
"Not a large update, but it lays some groundwork for a bigger mod..."
What us waits? Maybe you will tell a little? ::)

https://my.mixtape.moe/lqujki.webm
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: Bastion.Systems on November 30, 2016, 02:45:40 AM
Cabal is a very unique addition to the game, now we have 3 tiers of crazy people: pirates->cabal->templars.
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: DornoDiosMio on December 05, 2016, 03:54:27 PM
Cabal is a very unique addition to the game, now we have 3 tiers of crazy people: pirates->cabal->templars.

Yeah, I like the Cabal a lot. Especially the way they'll randomly stop you and ask for free stuff and if you refuse your reputation takes a hit. It's the kind of behavior you'd expect from a zealot.

It adds some nice flavor to the galaxy.

I haven't had a chance to fly or fight any of their ships yet, so I am looking forward to that. I think I'm going to kill them soon in the game I'm currently playing. They are starting to get mad due to my refusal to shower them with freebies.

I'd rather let them cultivate a hatred towards me and then annihilate them when the time is right.

I also really like the look of the ships. The purple adds some flash to the galaxy.
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: SierraTangoDelta on December 25, 2016, 06:39:27 PM
Does the Starlight Cabal have issues working with Nexerelin? Whenever I am in neutral standing with them and ask where the market is located, it just says "The market is located in."
As in, there is no location.
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: Histidine on December 25, 2016, 06:46:15 PM
Random generation Nexerelin currently doesn't have a mechanic to guarantee creation of Cabal submarkets, although it does spawn them sometimes.
Title: Re: [0.7.2a] Underworld 1.0.3
Post by: SierraTangoDelta on January 04, 2017, 05:37:50 PM
Yeah, I have been able to randomly find Cabal markets on tri-tach planets and stations. It just does not tell you where they appear when you talk to cabal members, which is unfortunate.
Title: [0.7.2a] Underworld 1.0.4
Post by: Dark.Revenant on January 08, 2017, 01:49:08 AM
New goodies!

(http://i.imgur.com/Eay28O0.png) (http://i.imgur.com/xiqPUHx.png) (http://i.imgur.com/2gcljzK.png) (http://i.imgur.com/stIk8Be.png) (http://i.imgur.com/UU8BEoM.png) (http://i.imgur.com/1qsBnUS.png) (http://i.imgur.com/sAN64UE.png) (http://i.imgur.com/vc8DGHO.png)

Download Underworld 1.0.4 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.0.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.4.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.4
- Added Cabal Tempest
- Updated all Cabal ship sprites
- Prevented exploit where you can buy Cabal Exchange weapons even if you have not paid to unlock the market (they now have an absurd tariff until unlocked)
- Increased OP of Barbarian to 135 from 130
- Updated ship prices
- Slightly increased Barbarian maneuverability
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: King Alfonzo on January 08, 2017, 02:54:21 AM
(http://i.imgur.com/Eay28O0.png) (http://i.imgur.com/xiqPUHx.png) (http://i.imgur.com/2gcljzK.png) (http://i.imgur.com/stIk8Be.png) (http://i.imgur.com/UU8BEoM.png) (http://i.imgur.com/1qsBnUS.png) (http://i.imgur.com/sAN64UE.png) (http://i.imgur.com/vc8DGHO.png)

Oh.

Oh there may have been an accident in my pants.

Those are GORGEOUS!
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Sy on January 08, 2017, 07:50:25 AM
oh dang! so shiny.

only criticism i've got is that the most forward protrusion of the Aurora looks a bit too close to the original bulbous shape now, compared to the rest of the ship, imo. other than that, they're great.

Those are GORGEOUS!
the shapes have a similar style to your GMDA, don't they? is that coincidence?
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: borgrel on January 08, 2017, 10:32:43 AM
so beautiful

i hope we see a starlight vertex and a starlight revenant in the near future??
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: King Alfonzo on January 08, 2017, 04:58:11 PM
Those are GORGEOUS!
the shapes have a similar style to your GMDA, don't they? is that coincidence?

Actually, both GMDA and these are derived from when Tart took one of my earlier sprites in the Sprite Judgement thread, and demonstrated exactly how far you can go with ship painting. I had originally been constrained to a classical, 16-bit approach, thinking you had to keep colour range down and limit yourself. The Lasher, Wolf and Tarsus/Condors show that. Tart, however, elegantly showed exactly how far you CAN go with ship painting:

Spoiler
https://www.youtube.com/watch?v=HiOc_wVAD1s
[close]

While discussing exactly why I thought it was awesome, and why I wouldn't want it as a part of the GMDA fleet (It looked WAY too awesome), I made a comment ("stick purple on it and it'll look like a CABAL ship"), which Helmut picked up on, and carried it over onto these beautiful boats. So it's all Tart's fault.
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Sy on January 08, 2017, 05:04:04 PM
So it's all Tart's fault.
goddamn Tarti, ruining boring sprites everywhere! ^^
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Tartiflette on January 09, 2017, 12:45:51 AM
I could do that only because the base sprite design was already pretty cool and only needed some polish to get closer to the art-style of the game. (as well as correcting a few minor mistakes like over-saturated shadows and lack of AA)
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Ali on March 17, 2017, 03:02:45 PM
How do you unlock the cabal market normally please?
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Orikson on March 17, 2017, 06:11:39 PM
How do you unlock the cabal market normally please?


Cabal markets are established on "non-military" Tri-Tachyon controlled markets. This is in Corvus mode and Nexerelin's random mode too.

You can access the Cabal market by meeting these conditions:
1) Having good relations with the Cabal. To increase relations, make sure to 'donate' what they ask of you to them when asked.
2) Approach a market with a 'Cabal Exchange' with your transponder off.
3) Have enough credits to pay the 'entrance fee' (as well as buy their expensive hardware).
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Ali on March 18, 2017, 01:07:54 AM
Many thanks Orikson,

I've console'd in 100 rep and gone in transponder off but the 1000% tariff is still there..

I managed to track down a random fleet and pay them a fee but this didn't reduce or remove the tariff either?
Title: Re: [0.7.2a] Underworld 1.0.4
Post by: Dark.Revenant on March 18, 2017, 11:52:29 PM
There's a bug where the 10x cost tariff applies even if your rep is high enough to avoid the pay-to-enter mechanic.
Title: [0.7.2a] Underworld 1.0.5
Post by: Dark.Revenant on March 26, 2017, 04:30:58 PM
New ship!

(http://i.imgur.com/FNQoUVn.png) (http://i.imgur.com/JV1veA2.png) (http://i.imgur.com/74H94bN.png)

Download Underworld 1.0.5 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.0.5.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.0.5.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.7 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.7.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.5
- Added Predator, Predator D, and Predator-X ships
- Fixed Cabal market tariff bug
- Added Purple Haze mission
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: AxleMC131 on March 26, 2017, 05:08:17 PM
Hey look, it's my Chimera! :D A huge honour @Dark.Revenant to see that in the changelog.
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: Sy on March 27, 2017, 08:28:51 AM
those looks really cool! are we gonna see more of these fusions in the future?
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: DrakonST on March 31, 2017, 02:37:47 AM
I can't come on the "Cabal Exchange" market. But I can buy guns through "Refit" from there. I think it it is necessary to correct.
Spoiler
(http://i.imgur.com/RdoBpzl.png)
(http://i.imgur.com/QISWxq6.png)
[close]
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: Dark.Revenant on March 31, 2017, 02:43:35 PM
If you want to pay 5280 credits for a light dual MG, be my guest.
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: cjuicy on April 03, 2017, 12:43:54 PM
If you want to pay 5280 credits for a light dual MG, be my guest.

I am laughing at the absurdity of that. 5280 for a dual MG is heresy!
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: Inventor Raccoon on April 03, 2017, 12:50:50 PM
If you want to pay 5280 credits for a light dual MG, be my guest.

I am laughing at the absurdity of that. 5280 for a dual MG is heresy!
Yep, you're at the point where buying two dual MGs as PD for your fancy Lasher is practically the same price as going to the nearest black market and just buying an extra Lasher.
Title: Re: [0.7.2a] Underworld 1.0.5
Post by: DrakonST on April 11, 2017, 07:29:11 AM
Maybe need remaking in-build cannon "Dragon"? To make like in-build "Infernus"?
Title: [0.8.1a] Underworld 1.1.0
Post by: Dark.Revenant on June 04, 2017, 04:05:43 AM
You can now do more stuff!

Download Underworld 1.1.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.1.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.1.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires GraphicsLib 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) -
- Supported by Nexerelin 0.8 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Not yet updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.0
- Updated to support Starsector 0.8.1a
- Added pirate pillager fleet event
- Added player extortion of NPC trade fleets
- Added super secret ship and weapon
- Added Styx system featuring a special pirate station with a new submarket
- Adjusted various ship stats to meet new standards
- Killer Bee (IBB wing) now has Heavy Burst PD instead of Phase Lance (oh god)
- Infernus now has two built-in wings: one borer wing and one mining pod wing
- Infernus system is replaced with Reserve Deployment
- Infernus now has built-in Operations Center and Salvage Gantry
- Dragon now has two flight decks
- Renegade now has a flight deck
- Stalker now has a built-in wing: borer wing
- Stalker system is replaced with Accelerated Ammo Feeder
- Stalker now has built-in Survey Equipment
- Updated sprites for Tiger, Shark, and Renegade
- Rebalanced Torch
- Adjusted debris/derelict spawning for Cabal fleet battles
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Hazard on June 04, 2017, 04:33:37 AM
- Added player extortion of NPC trade fleets
Yarrrr! It's a great time to be a pirate in the Sector.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Ali on June 04, 2017, 04:59:54 AM
Thanks so much!!  ;D ;D ;D
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Inventor Raccoon on June 04, 2017, 05:28:41 AM
Amazing work as always, DR.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Hussar on June 04, 2017, 07:57:33 AM
Another mod I was soo patiently waiting for :)
Thanks for your work!

- Added player extortion of NPC trade fleets

A quick question/idea. Would it be possible that this action would yield us some positive rep with the pirates? 1 point would be enough, and would offer some chance of 'redemption' with pirates. Would also make sense if someone was going to do some privateer'ing even on a commission. It would really tie itself well for example for a pirate/diable-avionics playthrough.

Just a thought tho. I'm still pretty intrigued by the current option and possibilities it yields and might go for a full pirate playthrough for a first time since 0.7.1a i think.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Bastion.Systems on June 05, 2017, 09:50:24 AM
Is it a feature that all the named bounties hang around the new pirate system?
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Dark.Revenant on June 05, 2017, 10:01:43 AM
That's just pure luck, actually.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: Death_Silence_66 on June 05, 2017, 10:36:45 PM
Where are the cabal markets? I can't seem to find any.
Title: Re: [0.8.1a] Underworld 1.1.0
Post by: ANGRYABOUTELVES on June 05, 2017, 10:45:39 PM
They're submarkets on Tri-Tach planets, and you have to suck up to the Cabal pretty hard if you want access.
Title: [0.8.1a] Underworld 1.1.1
Post by: Dark.Revenant on June 10, 2017, 05:06:05 PM
Some quality-of-life improvements.

Download Underworld 1.1.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.1.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.1.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires GraphicsLib 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) -
- Supported by Nexerelin 0.8c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.1
- Improved Cabal extortion calculations, especially for fighter LPCs
- Cabal leaves you with more supplies
- Cabal won't attack you if you're so poor that you have nothing to extort, unless reputation is Vengeful
- Additional DynaSector support
- Added a relay to Styx
- Improved various odds and ends
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: Lprsti99 on June 12, 2017, 11:06:48 PM
Ran into a bug, the Cabal extorted me out of... my Tempest's Terminator Drone.  Didn't lose it, but it showed up in their fleet and they were happy.
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: Deshara on June 13, 2017, 11:23:08 AM
That sounds like... an acceptable bug to me lol
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: ANGRYABOUTELVES on June 13, 2017, 07:37:02 PM
You've probably heard this before, but the Cabal music is really good. Sometimes before I fight a Cabal fleet I just stop and listen to their theme music for a minute.
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: Sy on June 13, 2017, 08:50:47 PM
Sometimes before I fight a Cabal fleet I just stop and listen to their theme music for a minute.
same here! :D
Title: Re: [0.8.1a] Underworld 1.1.1
Post by: cjuicy on June 17, 2017, 09:57:40 AM
Sometimes before I fight a Cabal fleet I just stop and listen to their theme music for a minute.
same here! :D
Agreed. It's a wonderful tune. Really screams "Technological Delinquent".
Title: [0.8.1a] Underworld 1.1.2
Post by: Dark.Revenant on June 19, 2017, 03:34:49 AM
Had some changes on the plate, and figured I'd update alongside my other mods while I had the chance.

Download Underworld 1.1.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.1.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.1.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.3.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Strongly recommended!) (Updated!) -
- Supported by Nexerelin 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.2
- Predator and Predator-X now have a 150-degree 0.4-upkeep front shield (was 120-degree 0.5-upkeep omni)
- Fixed Cabal still being aggressive to poor players
- Disco Ball now has 6 Tachyon Lances
- Major adjustment to fleet composition ratios for various factions
Title: Re: [0.8.1a] Underworld 1.1.2
Post by: Histidine on June 19, 2017, 07:07:42 AM
Note: 1.1.2 crashes when starting a new game Nexerelin's random mode.
If you really want to start a new game before next update, use this fixed version of Underworld.jar (https://www.dropbox.com/s/g44mhpm3473r87b/Underworld.jar?dl=0).
Title: Re: [0.8.1a] Underworld 1.1.2
Post by: Bastion.Systems on June 19, 2017, 08:44:15 AM
Note: 1.1.2 crashes when starting a new game Nexerelin's random mode.
If you really want to start a new game before next update, use this fixed version of Underworld.jar (https://www.dropbox.com/s/g44mhpm3473r87b/Underworld.jar?dl=0).

Thank you, would have just started to debug this.
Title: Re: [0.8.1a] Underworld 1.1.2
Post by: yamadaeclipse on July 24, 2017, 04:27:05 AM
got a crash that i think related
348730 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [scarab_cabal_default_D_Hull] not found!
java.lang.RuntimeException: Ship hull variant [scarab_cabal_default_D_Hull] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at org.lazywizard.omnifac.OmniFac$ShipData.create(OmniFac.java:1104)
   at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:305)
   at org.lazywizard.omnifac.OmniFac.heartbeat(OmniFac.java:442)
   at org.lazywizard.omnifac.OmniFac.advance(OmniFac.java:628)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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: [0.8.1a] Underworld 1.1.2
Post by: Dark.Revenant on July 24, 2017, 11:03:50 AM
That's an Omnifactory bug.
Title: [0.8.1a] Underworld 1.1.3
Post by: Dark.Revenant on October 01, 2017, 10:03:25 PM
Bug fixes, while I'm ahead.  Breaks saves.

Download Underworld 1.1.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.1.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.1.3.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.3
- Fixed crash on game start in Nexerelin's random mode
- Fixed rare possibility of getting stuck in interaction dialog with Cabal
- Fixed some player extortion issues
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: havocdrake on October 01, 2017, 10:38:55 PM
Why is cabal not a selectable function in new game?
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: Dark.Revenant on October 01, 2017, 10:44:44 PM
What are you referring to?
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: AxleMC131 on October 01, 2017, 10:56:48 PM
Why is cabal not a selectable function in new game?

I think they mean "faction", referring to Nexerelin's custom start, and the reason is because that would probably be a very, very broken start to the campaign.  :-\
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: havocdrake on October 01, 2017, 10:57:40 PM
I mean you cannot select cabal in mods with DynaSector and Nexerelin.
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: Dark.Revenant on October 01, 2017, 10:59:26 PM
Cabal isn't selectable; this is on purpose because they're supposed to be mid-to-late-game allies/enemies.  That's why they just ask you for some of your stuff or laugh you off; a Cabal fight is skippable.
Title: Re: [0.8.1a] Underworld 1.1.3
Post by: AxleMC131 on October 01, 2017, 11:00:44 PM
I mean you cannot select cabal in mods with DynaSector and Nexerelin.

Thought so. I couldn't say myself, but I'm going to presume that the reason you can't select the Starlight Cabal as a starting faction is because it would be very broken.

Of course, DR will need to confirm that, but that's my suspicion. It's not the only faction you can't start as, after all. Can't play Nex as the Luddic Path.

EDIT: Dammit DR, you beat me to it.  ;D
Title: [0.8.1a] Underworld 1.2.0
Post by: Dark.Revenant on December 01, 2017, 09:38:40 PM
New fighters!

(https://thumbs.gfycat.com/AdeptLinearDromaeosaur-size_restricted.gif) (https://gfycat.com/gifs/detail/AdeptLinearDromaeosaur)

(https://thumbs.gfycat.com/AcclaimedPhysicalFugu-size_restricted.gif) (https://gfycat.com/gifs/detail/AcclaimedPhysicalFugu)

Download Underworld 1.2.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.2.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.2.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.0
- Added Revolver-class support fighter
- Added Razor-class fighter
Title: Re: [0.8.1a] Underworld 1.2.0
Post by: DrakonST on January 22, 2018, 05:42:30 PM
It seems to me strange that in all fleet of Mr. Dickerson always only 5 officers.

Spoiler
(https://i.imgur.com/6Q0BAnc.png)
(https://i.imgur.com/qQv9Pcj.png)
(https://pp.userapi.com/c841635/v841635545/5a4b3/BzhY137lEJI.jpg)
(https://pp.userapi.com/c840530/v840530987/480c4/Grlt4uabyXA.jpg)
[close]

Perhaps it I have broken something, but what? I have I have the following parameters for officers:

Code
	"officerSkillIncreasePerLevel":1,
"officerMaxLevel":29,

"officerMaxHireable":40,
"officerAIMax":20,
"baseNumOfficers":4;
        "maxShipsInFleet":50,

How to make so each ship in NPC fleets have officers?

UPD. Nevermind, in VI stage i see more officers.
Spoiler
(https://i.imgur.com/DZvC6z1.png)
[close]
Title: Re: [0.8.1a] Underworld 1.2.0
Post by: DrakonST on January 23, 2018, 07:43:36 PM
Mr. Dickerson fleets it is fantastic! Hordes of mad pirates in in fight which lasted hour, wow!
Spoiler
(https://pp.userapi.com/c824500/v824500389/93a35/kXlb6_4DgFM.jpg)
[close]
In a stage 10 I have counted at the enemy of 196 ships, and then I have destroyed all of this, and it was astounding.It is amusing that I used for this purpose the same piracy ships.
Spoiler
(https://pp.userapi.com/c824500/v824500389/93a03/A6AvQJnJyXo.jpg)
[close]
Thanks Dark.Revenant for the this feature for fights with such enemy! It was mind-blowing!
Title: [0.8.1a] Underworld 1.2.1
Post by: Dark.Revenant on January 26, 2018, 10:13:22 PM
Just bug fixes this time.

Download Underworld 1.2.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.2.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.2.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.3c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.1
- Improved/fixed player extortion
Title: Re: [0.8.1a] Underworld 1.2.1
Post by: ANGRYABOUTELVES on March 30, 2018, 08:05:53 PM
I'm getting a reproducible CTD when fighting a pursuit battle vs one particular cabal fleet.

Quote
651060 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
java.lang.IllegalArgumentException: Color parameter outside of expected range: Alpha
   at java.awt.Color.testColorValueRange(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at data.scripts.hullmods.UW_CabalUpgrades.advanceInCombat(UW_CabalUpgrades.java:46)
   at com.fs.starfarer.combat.entities.Ship.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 Starlight ships in the pursuit battle were Tempests, Scarabs, and Wolves. I repeated the battle until it didn't crash, and the battle that didn't crash didn't have any Starlight Wolves in it.
Title: [0.8.1a] Underworld 1.2.2
Post by: Dark.Revenant on April 23, 2018, 04:29:57 AM
Dickerson.

Download Underworld 1.2.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.2.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.2.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -
- Supported by Nexerelin 0.8.3e (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.2
- Revamped Dickerson's level scaling and added a utility console command
- Minor Dickerson, extortion, crash fixes
- Improved pirate fleet composition
- Cabal submarket no longer free to enter at zero stability
Title: Re: [0.8.1a] Underworld 1.2.0
Post by: Sarissofoi on May 06, 2018, 03:44:53 AM
It seems to me strange that in all fleet of Mr. Dickerson always only 5 officers.

Perhaps it I have broken something, but what? I have I have the following parameters for officers:

Code
	"officerSkillIncreasePerLevel":1,
"officerMaxLevel":29,

"officerMaxHireable":40,
"officerAIMax":20,
"baseNumOfficers":4;
        "maxShipsInFleet":50,

How to make so each ship in NPC fleets have officers?

UPD. Nevermind, in VI stage i see more officers.
Spoiler
(https://i.imgur.com/DZvC6z1.png)
[close]

I think you need to go to data/world/factions and change officers per point
      # officers
      ## tend to be poor, but plentiful + but high variance because very independent.
      "officersPerPoint":0.35,
      "officerLevelPerPoint":0.15,
      "officerLevelBase":3,
      "officerLevelVariance":0.5,

If it use a pirates as a fleet template. Or whatever it use as a base template.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Sabaton on July 30, 2018, 02:40:15 PM
Is there any chance this mod will ever include the other pirate imitations of other high tech ships? Like the Paragon, Astral, Doom, Shade, etc? The ones posted in Spiral Arms?
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: MesoTroniK on July 30, 2018, 04:41:24 PM
Unlikely due to the massive amount of work they would require to bring the sprites up to par, and most of those do not make a ton of thematic / lore sense and would offer limited actual gameplay value.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Tartiflette on July 31, 2018, 01:12:02 AM
There are vanilla pirate versions of the Wolf, Shade and Afflictor though.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Sabaton on July 31, 2018, 02:25:26 AM
Yeah, those sprites are obsolete and the vanilla wolfs, shades, etc are more like decreipt piniatas than actual reverse engineered variants.
Oh well, the mod is good as it is so whatever.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: NightfallGemini on August 12, 2018, 06:00:55 AM
Getting a weird crash after salvaging some D-variant Starlight Auroras when I go to check them out in refit.

Code
150407 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.systems.OOoO.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.coreui.refit.super.??00(Unknown Source)
at com.fs.starfarer.coreui.refit.super.?0000(Unknown Source)
at com.fs.starfarer.coreui.refit.V.super(Unknown Source)
at com.fs.starfarer.coreui.refit.oOoO.dialogDismissed(Unknown Source)
at com.fs.starfarer.coreui.refit.oOoO.super(Unknown Source)
at com.fs.starfarer.coreui.refit.oOoO.String(Unknown Source)
at com.fs.starfarer.coreui.refit.oOoO.String(Unknown Source)
at com.fs.starfarer.ui.newui.if$4.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
at com.fs.starfarer.coreui.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.coreui.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.OOOo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.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)

I can provide a modlist if needed, but they were stripped bare as far as I saw. One had a Heavy Blaster and that's it, for instance.

E: Nevermind, found the culprit! No worries. Is it possible for a mod to move this post to the Borken thread or should I just remake there?
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Ali on September 17, 2018, 10:31:36 AM
Any chance of a Cabal Zeus!?? ( Modified Paragon ) or a Cabal Paragon otherwise! ;D
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Retry on September 17, 2018, 12:22:40 PM
Any chance of a Cabal Zeus!?? ( Modified Paragon ) or a Cabal Paragon otherwise! ;D
Cabal Paragon would be an evil IBB ship.  This.  I like this.

If the Cabal were ever to get a standard Cabal-modified Capital though (and that's a very big if), I'd lean on the Odyssey.  The faster battlecruiser seems like it would fit the Cabal's doctrine of lightning-fast high tech thievery better than the Paragon which is more of a front-line Battleship.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Sy on September 17, 2018, 02:09:18 PM
If the Cabal were ever to get a standard Cabal-modified Capital though (and that's a very big if), I'd lean on the Odyssey.  The faster battlecruiser seems like it would fit the Cabal's doctrine of lightning-fast high tech thievery better than the Paragon which is more of a front-line Battleship.
agreed! Paragon is very different from most other high-tech ships in that it is incredibly slow, but can tank absolutely massive amounts of damage. Odyssey on the other hand would fit with Cabal focus on fast, aggressive ships, and sports-car-inspired ship skins.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: King Alfonzo on September 17, 2018, 05:25:10 PM
They already have one - the IBB Astral with the Tachyon Lance Disco Ball. I am not making that last bit up - it's a slowly spinning drone with seven tachyon lances on it. It is quite literally a perpetual tachyon lance, straight at you, constantly, flux-free, INSIDE a capital ship (so you can snipe it) with the CABAL mod (so it has ridiculous shield efficiency), along with entire wings of Wasps, EACH armed with a light phase lance.

It's as terrifying as it sounds.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Retry on September 17, 2018, 05:36:03 PM
They already have one - the IBB Astral with the Tachyon Lance Disco Ball.
Astrals aren't Paragons, though.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: A Random Jolteon on September 17, 2018, 08:58:50 PM
They already have one - the IBB Astral with the Tachyon Lance Disco Ball. I am not making that last bit up - it's a slowly spinning drone with seven tachyon lances on it. It is quite literally a perpetual tachyon lance, straight at you, constantly, flux-free, INSIDE a capital ship (so you can snipe it) with the CABAL mod (so it has ridiculous shield efficiency), along with entire wings of Wasps, EACH armed with a light phase lance.

It's as terrifying as it sounds.
...I regret coming onto this page just before I sleep. ;-;
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: DrakonST on November 20, 2018, 02:49:22 PM
"Path when?"
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Deshara on November 20, 2018, 09:06:44 PM
update when? I need a Cabal Shrike and I need it bad.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: DrakonST on November 20, 2018, 09:36:28 PM
Shrike? Pfff, i need "Infernus" blueprint! And moar pirates, moar red, moar DAKKKAAA!!!
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Delta7 on December 25, 2018, 07:33:08 PM
Update, plz
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: cjuicy on December 28, 2018, 12:49:14 AM
Update, plz
Asking ain't gonna speed things up. Work is still being done for the main SWP pack, and both Dyna and Underworld have seen a cursory look at most. Please have patience guys, 0.9 has only been out for about 2 months.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Drone_Fragger on December 28, 2018, 04:31:44 AM
Indeed, and updates take time. I'd rather have a quality mod than something rushed and broken. That just gives the mod a bad name.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: travhill20 on December 29, 2018, 04:29:27 PM
This mod has beautiful ships and adds nice flavor. Looking forward to an update when it is ready.
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Nikopol on December 30, 2018, 06:56:30 AM
I write this a year later, but this is by far the best mod for me. I love to play as a pirate and also I like to kill them. Usually, when downloading a mod I have to remove stuff I don't like, like ships out of content and so on. Here every ship has a purpose, everything works like well oiled machine. Well done!
Title: Re: [0.8.1a] Underworld 1.2.2
Post by: Delta7 on December 30, 2018, 11:01:14 AM
A well oiled rusted machine
I love it
Title: [0.9a] Underworld 1.3.0
Post by: Dark.Revenant on January 12, 2019, 10:55:23 PM
My nightmare ends, and yours begins...

(https://i.imgur.com/i7khyEb.png)

Download Underworld 1.3.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.8.4z2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.0
- Removed Pillage event
- Predator and Predator-X flux capacity reduced to 2200 from 2500
- Stalker top speed reduced to 45 from 50, reduced deceleration
- Renegade shield efficiency nerfed to 1.4 from 1, but increased flux capacity to 18,000 from 16,000
- Boar shield efficiency buffed to 1 from 1.2
- Removed all (D) skins
- Scythe now has a normal phase cloak
- Infernus' built-in wings are now both borers
- Added a fancy trail for the Prototype Gauss Cannon
- Infernus now uses the Burn Drive system
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Fixed/standardized file and ID prefixes
- You can now buy the Cabal Blueprint Package at the Cabal Exchange... if Cooperative with them
- Cabal Exchange fee and tariff now depends on wealth, income, and relationship level
- Cabal Exchange will refuse to sell certain ships if you don't have enough money
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a
Title: Re: [0.9a] Underworld 1.3.0
Post by: Alphascrub on January 13, 2019, 12:06:34 AM
Awesome just a few more mod releases and I'll be ready for fully modded 9.0 play-through. Thanks for all your hard work Dark.Revenant your mods really help take SS to whole other level.
Title: Re: [0.9a] Underworld 1.3.0
Post by: FreedomFighter on January 13, 2019, 12:53:01 AM
Game doesn't feel the same without these numnut tackling you in hyperspace and blasting loud music into your intercom.
Title: [0.9a] Underworld 1.3.0b (Hotfix!)
Post by: Dark.Revenant on January 13, 2019, 02:51:38 AM
Extremely important crash fix!

Download Underworld 1.3.0b (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.0b.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.0b.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.8.4z2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.0b
- Emergency Cabal-related crash hotfix
Title: Re: [0.9a] Underworld 1.3.0
Post by: grinningsphinx on January 14, 2019, 12:48:12 PM
Game doesn't feel the same without these numnut tackling you in hyperspace and blasting loud music into your intercom.

I made em eat base!

https://www.youtube.com/watch?v=gI8aSJBC9u0&t=1s      9:30
Title: Re: [0.9a] Underworld 1.3.0b
Post by: zeno0010 on January 20, 2019, 01:21:48 PM
Aight i got the cabal to friendship status: cooperative, but they wont sell me things in the market anymore. Everything is redded out and says that i require " paid access"

Id attach a picture, but the upload folders full

Title: Re: [0.9a] Underworld 1.3.0b
Post by: Shad on February 01, 2019, 08:58:25 AM
I noticed I'm not getting any procgen person bounties on the Cabal. Those were a thing in 0.8. Have they been removed or am I just unlucky?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Wyvern on February 01, 2019, 09:14:19 AM
...Okay, so I've finally found one thing the Cabal can demand that makes me really upset with them: they came flying along and demanded I hand over my flagship.  Can they please not do that?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: HELMUT on February 01, 2019, 09:33:29 AM
that makes me really upset

Sounds like it's working as intended.

What's the real problem with it though? The Cabal always have been trying to steal the player's most precious stuff. In your exemple it doesn't seems all that different from usual. And it's not like you can't fight or run.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Wyvern on February 01, 2019, 09:42:42 AM
...Demanding the player's flagship is on a whole other level from demanding, well, literally -anything else- in the player's fleet.  It's just rude.  (I'm also not pleased with their ability to strip weapons off the player's flagship, but that's a somewhat lesser sin.)
Title: Re: [0.9a] Underworld 1.3.0b
Post by: SCC on February 01, 2019, 12:36:39 PM
They really are a bunch of ***. That's the point.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Wyvern on February 01, 2019, 01:50:07 PM
And it's not like you can't fight or run.
Oh, yes.  Let me just run a retreat scenario against this swarm of tempests and phase ships with my...

*checks fleet*

...Two destroyers and three frigates plus a few effectively-unarmed civilian vessels?  This seems like it will be very effective and an excellent use of my time compared to, say, simply reloading the last save.
They really are a bunch of ***. That's the point.
Funny, I thought the point was to make pirates that were actually -pirates- and looking to make a profit, rather than vanilla's suicidal anarchists who just want to fight you to the death.  Maybe I'm wrong here?

Regardless of your opinions, I'm still suggesting having them leave the player's flagship alone.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Katsumi on February 01, 2019, 02:46:42 PM
With salvaging or mod-added super secret stuff, it's entirely possible that the player's flagship might be something completely irreplaceable and unmanufacturable, like the Legacy of Arkgneisis champion. I can see why taking something away that you can never, ever legitimately get back might ruffle people's feathers.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Hussar on February 01, 2019, 03:23:50 PM
Regardless of your opinions, I'm still suggesting having them leave the player's flagship alone.

I agree, as it is an literal insult when they demand a fully decked out Paragon for meager two or three points of reputation  :o
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Troika on February 01, 2019, 03:24:27 PM
Any chance of a Starlight capital ship sometime?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Shad on February 01, 2019, 03:34:31 PM
Any chance of a Starlight capital ship sometime?
The question is: what? A starlight Paragon/Astral/Chronos will be broken OP. Maybe an Odyssey?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: solardawning on February 01, 2019, 03:35:30 PM
"Starlight Odyssey" sounds JRPG as all heck.

...But I like it.
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Wyvern on February 01, 2019, 03:45:15 PM
They've got one, actually!  There's a Starlight Astral as an IBB bounty.  (Admittedly, I haven't gotten to it in 0.9 yet, but I assume it's still there.)
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Shad on February 01, 2019, 03:57:34 PM
They've got one, actually!  There's a Starlight Astral as an IBB bounty.  (Admittedly, I haven't gotten to it in 0.9 yet, but I assume it's still there.)
IIRC, it's not a true "Stralight" ship, it's unique variant (different loadout, deployment points etc.). The "true" stralight ships are like XIV battlegroup/Lion's guard/6B in that they are straight up upgrades without any extra deployment points).
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Blothorn on February 01, 2019, 04:20:50 PM
I don't think avoiding the player's flagship addresses the concern--I quite often am not piloting the most valuable ship in my fleet in favor of something less boring or with a better return on tactical skill (or conversely a lower return on twitch skills).

That said, I haven't had a problem with them except when they jump me in the very early game before I have acquired combat ships. However, I think the cost/benefit of being friendly with them doesn't make sense--being hostile provides a steady supply of desirable free ships, while pursuing friendship involves potentially considerable costs that won't pay back until the game is more or less won.
Title: [0.9a] Underworld 1.3.1
Post by: Dark.Revenant on February 02, 2019, 11:42:18 AM
Various tweaks to the Cabal.  But they'll still take your flagship!

Download Underworld 1.3.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.1.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.1
- Biased Cabal fleet sizes to be smaller on average
- Made Cabal fleet aggression triggering range shorter
- Adjusted negative reputation impact from refusing Cabal extortion
- Revised Cabal spawning behavior, should be in-system more often and avoid crazy build-up
- Fixed Cabal submarket access behavior when the player is Friendly or Cooperative
- Vesperon Combine whitelist
Title: Re: [0.9a] Underworld 1.3.1
Post by: FreedomFighter on February 02, 2019, 12:02:23 PM
Various tweaks to the Cabal.  But they'll still take your flagship!

No one seizes my flagship like Cabal did.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Wyvern on February 02, 2019, 12:26:01 PM
Various tweaks to the Cabal.  But they'll still take your flagship!
No.  No they will not.  (They may try, but that's a situation where I'm perfectly happy to blow them up, reload the game, or otherwise take whatever action is needed to make that not happen.)

That aside, yay bug-fixes!  I actually haven't seen them generate unreasonably large or numerous fleets... though I suppose that could be something that happens in Nexerelin more than otherwise?
Title: Re: [0.9a] Underworld 1.3.0b
Post by: Shad on February 03, 2019, 01:56:32 PM
Will bump my earlier question. Does anyone see procgen person bounties on the Cabal?
Title: Re: [0.9a] Underworld 1.3.1
Post by: Hussar on February 03, 2019, 02:52:20 PM
(They may try, but that's a situation where I'm perfectly happy to blow them up, reload the game, or otherwise take whatever action is needed to make that not happen.)

Quickload usually ends with them asking for money. Something I'm happy to oblige when I float on money.

Strangely it had paid out, though only at welcoming rep - I've snatched a Paragon from their market. That makes my second one I have, waiting patiently for me to call upon it to take down a remnant station or something. Since it sits at my capital with a star fortress, I guess it makes for system defense flagship :P

Only drawback - it ain't pink & flashy!
Title: Re: [0.9a] Underworld 1.3.1
Post by: Ali on February 09, 2019, 11:23:10 AM
Many thanks - this mod is making my pirate playthrough alotta fun!! Jus wish pirates were as well supported campaign wise as much as the other factions!!  :-\

Don't know if it'd be possible to add a "pirate commission"? prevent pirates from reducing stability when i'm aligned with them? Have pirate friendly bounties?

Is it tricky to add mounts to a ship? the infernus does seem a little short?

Wish she was a little more "fearsome"!! More mounts similar to barbarian & dragon ( masterpieces!! )  ;D

Maybe there's a "mod" version of the infernus out there in hyperspace somewhere!!  ;D  

Title: Re: [0.9a] Underworld 1.3.1
Post by: Troika on February 16, 2019, 11:26:59 AM
I kind of feel like the Dragon and Renegade should swap their systems (and possibly also their top speeds) . Fast racks is a poor fit for a ship that has just two med missile hardpoints, whereas the Renegade has a large missile slot that can take better advantage. '

e: Also why is Renegade's shield worse than a makeshift shield generator?
Title: Re: [0.9a] Underworld 1.3.1
Post by: MesoTroniK on February 16, 2019, 07:30:58 PM
I kind of feel like the Dragon and Renegade should swap their systems (and possibly also their top speeds) . Fast racks is a poor fit for a ship that has just two med missile hardpoints, whereas the Renegade has a large missile slot that can take better advantage. '
The Dragon and Renegade are both well turned and at the power level they should be. And actually Fast Racks is amazing on the Dragon because those two med missile "hardpoints" are actually turrets! This allows it to quickly fire off torpedo volleys etc until the system charges run dry then return to facing head on at the target while having more targeting flexibility for unguided missile weapons in general :)

e: Also why is Renegade's shield worse than a makeshift shield generator?
Balance, the ship is powerful enough. This feeds back into the some parts of the same reasoning for what the ship systems are on each ship.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Troika on February 17, 2019, 03:57:06 AM
The Dragon has three large ballistics slots and doesn't really have an anti-armor firepower problem. The Renegade has one large ballistic slot and a large missile slot, and kind of struggles due to it's asymmetric weapons layout. It -can- work on the battlefield but currently isn't terribly efficient at any particular role.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Drone_Fragger on February 17, 2019, 05:01:39 AM
Dragons are great because they can slam sabot pods into ships repeatedly till they overload then use 2 x hellbore or 2 x HAG to just destroy them completely. fill every other slot with LAG and regular dual autocannons too so it can basically zone anything smaller than itself out with waves of firepower.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Dostya on February 17, 2019, 11:06:12 AM
Doing a playthrough with Nex, and Arigato in the Styx system with that respawning Dickerson fleet doesn't allow invasions. It does, however, let you raid it into decivilizing to allow easy exploitation of the vast ruin planet below it. AFAIK after decivilizing the fleet stops spawning too. I'm not sure if either of these is a bug, but if one isn't supposed to work then probably neither should the other.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Dark.Revenant on February 17, 2019, 12:45:38 PM
That's more-or-less intentional, yeah.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Serenitis on March 09, 2019, 03:11:56 AM
The Cabal are possibly the finest antagonists I have faced in any game for quite a while. While it is common to face opposed forces/characters, they are frequently just an objective that must be overcome to progress.
But the Cabal are such unrepentant dicks I have found it virtually impossible to not dislike them in an almost visceral manner. Not only will they demand everything of value you own in order to ingratiate yourself to them while they blast you with obnoxious noise, the final, awful insult comes when you finally get access to thier special super-secret club shops and find.... An incredibly underwhelming array of mediocre things at vastly marked up prices.
I always found it a better use of time (and it feels much more satisfying) to just punch them right in thier smug faces and take whatever is left.

Every time I encounter them and they start making ridiculous demands I think "They can rut off immediately and forever."
They are amazing and I hate them. Good job D.R
Title: Re: [0.9a] Underworld 1.3.1
Post by: Shad on March 09, 2019, 05:04:30 AM
I wish the Cabal remained a threat past early-game. Regular pirates have bases, raids, high end bounties, (and revenge fleets in Nex). Cabal, you may see a some roaming fleets, and that's it. Once your fleet is big enough, the Cabal just run for it.
Title: Re: [0.9a] Underworld 1.3.1
Post by: pairedeciseaux on March 24, 2019, 02:42:14 PM
I encountered a non-crashing null pointer exception in my current modded game. This is a Nexerelin random sector, playing as Tri-Tachyon. I believe it is a bug in version 1.3.1 of the Underworld mod, related to a change a Cabal donation/extortion mecanism.

Symptoms, part 1:

Spoiler
In my home system a friendly Cabal fleet came in to ask for a contribution, I refused, NullPointerException, and IIRC no reputation change. Here is a transcript:

You're being hailed by the Cabal fleet.

A triangular symbol appears on the comms-line. "That
is an excellent fleet in your employ, Nil Michael. I hope
you will continue on the Starlight Path by graciously
donating the TTS Baku to a greater cause."

Refuse to give

NullPointerException: null

"It is disappointing to hear that, Nil Michael."

The Cabal shepherd angrily cuts the connection.


Excerpt from the log file:

1919884 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Tri-Tachyon for a rep change (371721.66, 0.11940003)
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Seen credit value of 515284.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated cargo value of 490792.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated loose weapons value of 0.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated loose fighters value of 0.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated ships value of 1511437.5
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Seen monthly profit of 0.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Evaluated net worth at 2517513.5
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Targeting extortion value at 957918.94
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Evaluated player power level of 52.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Tithe extortion method at weight 0.6538266
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated biggest cargo stack value of 126825.0
1923145 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Cargo extortion method at weight 0.36386314
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best weapon fanciness of 37.94733
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Weapon extortion method at weight 0.14073795
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best fighter fanciness of 37.94733
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Fighter extortion method at weight 0.18169191
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best ship value of 45800.0
1923146 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Ship extortion method at weight 0.054664876
1924451 [Thread-11] INFO  sound.public  - Creating streaming player for music with id [cabal_neutral_friendly.ogg]
1924451 [Thread-11] INFO  sound.OooO  - Playing music with id [cabal_neutral_friendly.ogg]
1974615 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.UW_AdjustRepCustom: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.UW_AdjustRepCustom.execute(UW_AdjustRepCustom.java:28)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:768)
   at com.fs.starfarer.ui.newui.ooOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)
2003964 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Zeta Xanthe Che II, faction: Coalition
2004132 [Thread-5] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for pirates considering options
2004942 [Thread-9] INFO  sound.public  - Cleaning up music with id [cabal_neutral_friendly.ogg]
2005236 [Thread-11] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
[close]

Symptoms, part 2:

Spoiler
Later in the same game, it happened again - with the same outcome:

You're being hailed by the Cabal fleet.

A triangular symbol appears on the comms-line.
"You've got some valuable cargo, Nil Michael. Maybe
you can be convinced to continue on the Starlight Path
by donating 480 units of marines."

Refuse to give

NullPointerException: null

"It is disappointing to hear that, Nil Michael."

The Cabal high seer angrily cuts the connection.

Log:

3843555 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Beta Saleronos X, faction: Coalition
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Seen credit value of 628532.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated cargo value of 1421239.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated loose weapons value of 265844.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated loose fighters value of 265200.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated ships value of 2392812.5
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Seen monthly profit of 75608.5
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Evaluated net worth at 5049236.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Targeting extortion value at 1956506.1
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Evaluated player power level of 102.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Tithe extortion method at weight 0.64074427
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated biggest cargo stack value of 417004.0
3843686 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Cargo extortion method at weight 0.36101854
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best weapon fanciness of 101.82337
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Weapon extortion method at weight 0.16131254
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best fighter fanciness of 101.82337
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Fighter extortion method at weight 0.16613315
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Calculated best ship value of 79400.0
3843687 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.rulecmd.CabalPickContributionMethod  - Ship extortion method at weight 0.050362773
3844778 [Thread-11] INFO  sound.public  - Creating streaming player for music with id [cabal_neutral_friendly.ogg]
3844778 [Thread-11] INFO  sound.OooO  - Playing music with id [cabal_neutral_friendly.ogg]
3853955 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.UW_AdjustRepCustom: null
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.UW_AdjustRepCustom.execute(UW_AdjustRepCustom.java:28)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:768)
   at com.fs.starfarer.ui.newui.ooOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)
3880098 [Thread-9] INFO  sound.public  - Cleaning up music with id [cabal_neutral_friendly.ogg]
3880391 [Thread-11] INFO  sound.OooO  - Playing music with id [campaign_music_part_2_v28.ogg]
3881918 [Thread-5] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for sindrian_diktat considering options
[close]

Cause (99% sure):

Spoiler
There is a typo in various Java source files,

    memoryMap.get(MemKeys.LOCAL).set("$Cabal_repBegImpact", repNegImpact, 0);

should be

    memoryMap.get(MemKeys.LOCAL).set("$Cabal_repNegImpact", repNegImpact, 0);
[close]

By the way "donating 480 units of marines" and having marines being considered as mere cargo doesn't sound right. I see the script has special dialog branches for fuel and supplies. Would it be possible to use a similar approach for marines (and maybe crew) to solve this? It looks like it could be a lot of work, and I'm not even sure the Starlight Cabal seeks donation-extortion of crew/marines. They aren't slavers aren't they? Maybe (if possible) just exclude marines and crew from the cargo calc logic? What do you think ?

Anyway I had as much fun reading the available dialogs in the rules.csv file as playing, well done. :D  Makes me think I should try as least once going through the Starlight Path.
Title: Re: [0.9a] Underworld 1.3.1
Post by: Dark.Revenant on March 28, 2019, 05:22:38 PM
Marines apparently count as commodities, so they need a special exception.  There are probably a bunch of human “commodities” in other mods, too, so it’s not like there’s an easy fix for it in general.

As for the typo: thanks for the catch; I’ll fix it in the next version.  It shouldn’t really impact the game much, either way.
Title: [0.9.1a] Underworld 1.3.2
Post by: Dark.Revenant on May 17, 2019, 03:55:21 PM
Now supports 0.9.1a!  Also, addresses a number of pending issues.

Download Underworld 1.3.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.2.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.1e (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.2:
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- Increased Renegade flux capacity to 20,000 from 18,000
- Increased Renegade top speed to 40 from 35, improved accel/decel/turning
- Cabal commanders can now be found with Loadout Design skill
- Fixed Cabal-related non-CTD NPE
- Fixed Cabal taking marine slaves...
Title: [0.9.1a] Underworld 1.3.3
Post by: Dark.Revenant on June 28, 2019, 08:44:07 PM
Thanks to King Alfonzo, the Cabal are even more dangerous than they were previously...

(https://i.imgur.com/NlTX3a8.png)

Download Underworld 1.3.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.3.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.3.3.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.3:
- Fixed extorting own faction fleets
- Added Starlight Shrike
- Enhanced each Starlight skin...
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Vayra on June 28, 2019, 08:51:00 PM
If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

 ???
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Dark.Revenant on June 28, 2019, 09:05:50 PM
Presumably it *could* be updated.  In ten thousand years.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Histidine on July 08, 2019, 05:11:06 AM
Do others feel that Cabal fleets feel too rare now?
I think I've seen an average of <=2 per cycle in my last game (10 cycles). And in that game and IIRC the last one as well, I never had a fleet I couldn't evade before I reached the point where my fleet is so big it scares all the Cabal tax collectors away. Well, not getting ganked by random elite-tier enemies in the early game is good, but I'm annoyed by the fact that I am effectively locked out of the Cabal submarket permanently because I have no source of reputation gain (at least without doing deliberately gamey things like scaling down to a couple of frigates and going to look for Cabaleros to pick on me).

Actually, that last one is annoying enough that I feel like coding a bar event where you can gain Cabal rep, through stuff involving gambling and drugs.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Shad on July 08, 2019, 09:51:04 AM
I noticed this too. Cabal fleets are extremely rare, even with the devmode radar you can see they are just not there.

In 0.8, I would have seen cruiser-grade fleets with those sweet Starlight Auroras, and even the occasional auto-generated bounty with value over 1 million+.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Alphascrub on July 09, 2019, 12:32:13 AM
I can also can confirm fleets seem a bit more rare now. I've only seen a few and most are maybe 10 ships or less nothing bigger than a medusa.  Mine however might be related to large sector like around 22 modded factions + the vanillas, so I see tons of factions.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: namad on July 09, 2019, 01:34:36 AM
Do others feel that Cabal fleets feel too rare now?
I think I've seen an average of <=2 per cycle in my last game (10 cycles). And in that game and IIRC the last one as well, I never had a fleet I couldn't evade before I reached the point where my fleet is so big it scares all the Cabal tax collectors away. Well, not getting ganked by random elite-tier enemies in the early game is good, but I'm annoyed by the fact that I am effectively locked out of the Cabal submarket permanently because I have no source of reputation gain (at least without doing deliberately gamey things like scaling down to a couple of frigates and going to look for Cabaleros to pick on me).

Actually, that last one is annoying enough that I feel like coding a bar event where you can gain Cabal rep, through stuff involving gambling and drugs.


Yes I've seen them as too rare now. HOWEVER I am not sure they're ACTUALLY too rare. Why? Because I've seen a lot of them dying. If they're dying that means maybe enough are spawning but they just die before you see them. One thing I've noticed is that sometimes these small starlight fleets have non-starlight logistics ships that vastly slow down their fleet, which might result in them dying more easily. I also haven't seen any/many powerful starlight fleets, more just weaker ones, but again, are they spawning weaker? or are they just getting into more combat's than they used to. IMO it's probably the latter.

I think what starlight needs is improved burn speed (which you'd get by say preventing any logistics ships with 8 base burn speed from spawning in their fleets)... You might know better than me. I also haven't seen any starlight auroras and I have weirdly seen quite a few small all frigate+logistics starlight fleets.




edit: maybe i'm wrong.... I just saw a starlight fleet with an aurora, burn speed 9, but it's engaged in battle against a large mercenary fleet with a vindicator and max burn speed 7. It's going to kill the starlight fleet, and the starlight fleet was much faster. So I think starlight fleet's aren't too slow to run from big ai fleets.... but the starlight fleets might be attacking slash trying to extort money from gigantic ai fleets and getting themselves killed?

I waited and watched the cabal lose, they left the battle with 2 ships down from their starting 8 or so. One problem with the starlight constantly getting into fights is that... afterwards they refuse to try and extort me because their fleet is pathetic.... another reason more starlight cabal fleets don't spawn is maybe because the total number of starlight cabal fleets has a maximum number? but if they're all constantly fighting and getting whittled down to 1or2 ships.... that means you end up filling that maximum limit full of worthless garbage fleets with 1or2 super fast ships in each... these fleets constantly fleeing from everything and preventing new full force fleets from spawning?
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: crawlers on July 11, 2019, 07:01:02 AM
Could you add some capital ships to the cabal?  I remember they once had a version of the astral that was significantly stronger with some kind of strange drone with a bunch of tachyon lances.  Could they also get the ability to spawn large fleets to take on other factions' fleets?  At the moment, they are not very relevant in the late game.

I also feel that their fleets are rare, and even when I do see them, they tend to be really weak.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: Midnight Kitsune on July 11, 2019, 07:10:31 AM
Could you add some capital ships to the cabal?  I remember they once had a version of the astral that was significantly stronger with some kind of strange drone with a bunch of tachyon lances.  Could they also get the ability to spawn large fleets to take on other factions' fleets?  At the moment, they are not very relevant in the late game.

I also feel that their fleets are rare, and even when I do see them, they tend to be really weak.
The Cabal Astral is an IBB IIRC
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: crawlers on July 11, 2019, 08:40:51 AM
The Cabal Astral is an IBB IIRC

Oh, ok.  Could they get some other sort of carrier and some fighters then?  The cabal astral was the only one they had.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: namad on July 11, 2019, 12:58:01 PM
Cabal fleets can include non-cabal ships, like say an eos. I swear I've seen cabal have a carrier before, although it was bluish and not pink.
Title: Re: [0.9.1a] Underworld 1.3.3
Post by: crawlers on July 11, 2019, 03:13:27 PM
Yeah, their fleets can include non cabal ships (though it does sort of bother me when that is the case).  I was talking about a cabal-modded carrier, fighters, and capital ship, as well as having some heavier fleets so they are relevant in the late-game.
Title: [0.9.1a] Underworld 1.4.0
Post by: Dark.Revenant on July 12, 2019, 02:06:49 PM
Thanks to King Alfonzo, Lloyd, and Tartiflette, the Cabal are yet more dangerous!

(https://i.imgur.com/4iOtmaN.png) (https://i.imgur.com/TrHBWP4.png) (https://i.imgur.com/yeA8t9i.png)

Download Underworld 1.4.0 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.4.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.4.0.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.2c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.0:
- Added Starlight Odyssey
- Added Starlight Eos
- Added Starscream-class Combat Transport
- Cabal Upgrades is now a 50% supply penalty, from 33%
- Adjusted Cabal spawning to have fewer logistics ships (especially for the small fleets)
- Adjusted Cabal spawning to trend much larger over time and with higher player levels
- Cabal fleets will now change factions on-the-fly to avoid difficult situations and hopefully survive longer
- Cabal extortion refusal reputation penalties work now
- Mongrel and Amalgam are now tagged with ALWAYS_PANIC
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: PyroFuzz on July 12, 2019, 04:34:35 PM
Amazing!
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: crawlers on July 21, 2019, 05:59:03 PM
The new additions to the cabal are delightful, and although their fleets are rare, they are at least relevant now. 

Can you add a way to add in new cabal markets, perhaps at least at colonies one owns?  Maybe it will require a high reputation with them like cooperative or something. 
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: Serenitis on August 08, 2019, 03:43:28 PM
I hadn't noticed this until these.... Individuals jumped on me by hiding in plain sight.
Spoiler
(https://i.imgur.com/lbmDEGb.png)
[close]
It's sneaky.
It's underhanded.
It's perfect in every way.
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: Alphascrub on August 08, 2019, 06:08:27 PM
I hadn't noticed this until these.... Individuals jumped on me by hiding in plain sight.
Spoiler
(https://i.imgur.com/lbmDEGb.png)
[close]
It's sneaky.
It's underhanded.
It's perfect in every way.

I quite like the changes and the new Cabal ships. They are without a doubt more threatening now than before much longer (almost gatekeeper from a midgame to lategame threat). The ability for them to switch sides seems to keep the alive longer in hyperspace to. Sometimes the cabal might be at war with one faction but the tri taychon isn't. Least that's how it appears to me.
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: Kwbr on August 14, 2019, 06:43:15 PM
Not sure if this is a stupid question but what's the reason for turning your transponder on near disguised cabal fleets causing instant hostilities with tri-tach?
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: Dark.Revenant on August 14, 2019, 11:47:08 PM
Likely a bug in the way reputation mechanics work in vanilla.  Not sure if there's anything I can do about that.
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: 123nick on August 19, 2019, 01:33:50 PM
any way too disable the cabal? and will the mod still be compatible with nexerelin without the cabal?
Title: Re: [0.9.1a] Underworld 1.4.0
Post by: atreg on August 19, 2019, 01:49:16 PM
any way too disable the cabal? and will the mod still be compatible with nexerelin without the cabal?
Set "starlightCabal" to false in UNDERWORLD_OPTIONS.ini. Cabal isn't needed for Nex compatibility.
Title: [0.9.1a] Underworld 1.4.1
Post by: Dark.Revenant on September 07, 2019, 11:51:52 PM
Thanks to King Alfonzo, Nia, MesoTroniK and the unofficial Starsector Discord community:

(https://i.imgur.com/dNF0Ot9.png) (https://i.imgur.com/B3zr8ys.png) (https://i.imgur.com/41QdHI4.png)

Download Underworld 1.4.1 (https://bitbucket.org/modmafia/underworld/downloads/Underworld%201.4.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.4.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.1:
- Dickerson fleets prefer larger ships at higher levels; have more and better officers
- Fixed "loose" enemy fighter wings in Purple Haze mission
- Revolver's main weapon will target missiles if no other targets are in range
- Made Cabal somewhat less aggressive in the early game
- Cabal spawns decrease to near-0 when far from Cabal-influenced or Tri-Tachyon markets
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
- New sprites for Euphoria, Starlight Afflictor, and Starlight Wolf
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Botaragno on September 08, 2019, 02:47:27 PM
With the way Pirates seem to spew out endless deathballs of fleets I realise now I'm actually going to have to uninstall this mod.

Every "Strong" pirate fleet is awash with at least 8-10 Dragons and Amalgams and my colonies just cannot hope to build themselves up to withstand that.

Lookit this:

(https://i.imgur.com/BPD8jzL.png)
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Dark.Revenant on September 08, 2019, 05:55:24 PM
This mod doesn’t increase the size of pirate fleets.

Renegades and Amalgams are easier to kill than Atlas Mk2s.

Only about half those ships in the fleet example you posted are actually from this mod.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: ZeCaptain on September 12, 2019, 01:20:54 AM
I'm surprised there's nothing special when a cabal fleet chases you back to your cache of ships, wherein you triple the size of your fleet, then proceed to chase them across the map and catch them. They still try to extort supplies from you, nothing like "ok ok you got us, take this 'rare item' and let us live!".
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Sinigr on September 12, 2019, 04:05:47 AM
With the way Pirates seem to spew out endless deathballs of fleets I realise now I'm actually going to have to uninstall this mod.

Every "Strong" pirate fleet is awash with at least 8-10 Dragons and Amalgams and my colonies just cannot hope to build themselves up to withstand that.

Lookit this:

(https://i.imgur.com/BPD8jzL.png)
You do not know how to play that game, and you say you are going to have to uninstall this mod, it is so funny.
I play with starfarer+spacer modes, and ai officers in each ship max 29 lvl (enemy is much stronger) and i do not have problems, pirates are weakest fraction as usial. And now my colonies are standing without my help, whitout planetary shields.
Before puting such messages just try to think what is wrong with you, not with mods.
8 x High Command  ;)
(https://i.imgur.com/UEXjJDV.png)
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Augustgrad on September 15, 2019, 02:40:25 PM
With the way Pirates seem to spew out endless deathballs of fleets I realise now I'm actually going to have to uninstall this mod.

Every "Strong" pirate fleet is awash with at least 8-10 Dragons and Amalgams and my colonies just cannot hope to build themselves up to withstand that.
I wouldn't call it a mod's fault for constantly sending out pirate fleets and usually with mods you have to accept there will be imbalance, especially ones that involves additions to enemies like pirates.

Although I do see a point in an content expansion for pirates having more heavier ships being troublesome if you're not used to tough pirates, I'd simply solve this by decreasing the chance they can spawn by lowering their values yourself in:
"mods/underworlds/data/world/factions/default_ship_roles.json"

It seems with all their variants combined both the ships you mentioned can spawn up to a value of 10, which is the default amount for many Starsector ships.
I'd go ahead and lower each value by 2 if you want to see them less for a total spawn chance value of 4 on each ship. An example in the spoiler below which you can then copy and paste or edit the numbers in their respective location.
Spoiler
(Make sure to ctrl-f the ship names to find these! These are under "combatCapital":{ in mods/underworlds/data/world/factions/default_ship_roles.json)
[I also highly recommend Notepad++ to read these easily]

        "uw_amalgam_arm":1,
        "uw_amalgam_ass":1,
        "uw_amalgam_jun":2,

        "uw_dragon_bra":1,
        "uw_dragon_eli":1,
        "uw_dragon_sta":2,
[close]
Remember that you can do this to any ships in that file and other mods, but do note however that by decreasing their value you will see other types of pirate ships more and won't solve the problem of a constant pirate armada Starsector sends.

You do not know how to play that game, and you say you are going to have to uninstall this mod, it is so funny.
I play with starfarer+spacer modes, and ai officers in each ship max 29 lvl (enemy is much stronger) and i do not have problems, pirates are weakest fraction as usial. And now my colonies are standing without my help, whitout planetary shields.
Before puting such messages just try to think what is wrong with you, not with mods.
8 x High Command  ;)
No need to rudely flex there, everyone's been frustrated by constant piracy, luddic cells, and ai inspections before.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Nexodas on September 20, 2019, 01:38:09 AM
Hey there! Love the Mod!

Does this mod still require Dynasector? As of this post DynaSector isn't yet compatible with the current game version...should I just refrain from salvaging stuff or...?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Dark.Revenant on September 20, 2019, 12:41:48 PM
Hey there! Love the Mod!

Does this mod still require Dynasector? As of this post DynaSector isn't yet compatible with the current game version...should I just refrain from salvaging stuff or...?

Dynasector isn’t required.  You can safely ignore it.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Avallac on September 23, 2019, 10:54:29 PM
Thanks for the mod! I've de-civilized arigato station in hopes of taking it over but ended up only being to colonize roboto separately while everything on the station disappeared. Unfortunately I didn't know this would de-spawn dickersons fleets as I wasn't done destroying them. Is there some way through say, console commands, to re-enable dickerson's fleet functionality back without restoring Arigato, or restore them both if necessary?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Dark.Revenant on September 23, 2019, 11:47:48 PM
I honestly doubt it.  That's not really a scenario I put much design effort into...  whoops.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Modo44 on September 24, 2019, 03:02:22 AM
I love the battle barge (4000 fuel capacity because why bring squishy tankers), and the other new pirate ship variants are also pretty nice.

The Cabal seems very OP early on, but becomes a source of "free" high-end ships without having to go to war with anyone. 5 Odysseys in, I thought they would mount a proper punitive expedition to get those back, but no? Is this a Starsector problem, or will the Cabal show up as a faction (pirate or normal)?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Hague on September 25, 2019, 06:32:37 AM
Thanks for the mod! I've de-civilized arigato station in hopes of taking it over but ended up only being to colonize roboto separately while everything on the station disappeared. Unfortunately I didn't know this would de-spawn dickersons fleets as I wasn't done destroying them. Is there some way through say, console commands, to re-enable dickerson's fleet functionality back without restoring Arigato, or restore them both if necessary?

Decivilized colony stations cannot be restored. Best they can be used for afterward as an abandoned station to store ships and supplies. You have to invade the station markets with Nexerelin in order to capture them yourself.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Avallac on September 27, 2019, 12:23:26 AM
Thanks for the mod! I've de-civilized arigato station in hopes of taking it over but ended up only being to colonize roboto separately while everything on the station disappeared. Unfortunately I didn't know this would de-spawn dickersons fleets as I wasn't done destroying them. Is there some way through say, console commands, to re-enable dickerson's fleet functionality back without restoring Arigato, or restore them both if necessary?

Decivilized colony stations cannot be restored. Best they can be used for afterward as an abandoned station to store ships and supplies. You have to invade the station markets with Nexerelin in order to capture them yourself.
Arigato station cannot be invaded... Destabilizing it is the only way to get rid of it. I'm only interested in Dickerson's fleet anyway, not the station.
I honestly doubt it.  That's not really a scenario I put much design effort into...  whoops.
Okay np!
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Hrothgar on September 27, 2019, 01:40:34 AM
Dickersons will not spawn if you kill Arigato. So you should pet it and sent nudes anti-unrest packages.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: xucthclu on November 28, 2019, 01:31:01 AM
Is there a way to get the Underworld ship pack without the Cabal?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Serenitis on November 28, 2019, 02:00:05 AM
Is there a way to get the Underworld ship pack without the Cabal?
In the mod folder there's an options file. In that you can turn the cabal off.
No idea if the ships would still get randomly generated. I suspect not if the cabal is not present.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: xucthclu on November 28, 2019, 12:15:56 PM
Thank you. I've got more than enough factions and don't like the way they look, but dig the pirate stuff here

Is there a way to get the Underworld ship pack without the Cabal?
In the mod folder there's an options file. In that you can turn the cabal off.
No idea if the ships would still get randomly generated. I suspect not if the cabal is not present.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: n3xuiz on December 01, 2019, 07:58:13 PM
am i right that the dickerson fleets are part of this mod? i once saw a twitch streamer defeat the final fleet (infinite dickerson). i am currently at infinite sons of dickerson XI. exactly how many are there?
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: Hrothgar on December 02, 2019, 12:39:34 AM
They will go up until you get a fleet where he brag about this being a biggest fleet yet assemble to kick someone's ass. Then they go up in power or not, i am not 100% sure, but overall they can spawn infinitely.
Title: Re: [0.9.1a] Underworld 1.4.1
Post by: n3xuiz on December 02, 2019, 01:43:33 AM
thanks for the quick answer.
they can spawn infinitely.
very nice as they are a great way to farm money in the endgame.
Title: [0.9.1a] Underworld 1.4.2
Post by: Dark.Revenant on December 23, 2019, 02:57:24 PM
Some more sinful pink goodness.

(https://i.imgur.com/s7l8ALV.png)

Download Underworld 1.4.2 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.4.2.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.5h (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.2:
- Added Starlight Doom
- Added Cabal bar event
- Fixed issue where turning transponder off and on after paying a Cabal shakedown "reveals hostile actions"
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: Muffin_man on January 17, 2020, 04:38:45 PM
Is it just me or does the Death Barge fuel usage seem a little steep? It has a fuel usage of 15/LR which when comparing to other ships seems a little high.

I'm thinking more around 10-12 but want to see what others think of it balance wise. Also out of curiosity anyone use Death Barges in their fleet?
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: Ali on January 18, 2020, 02:05:35 AM
Any additions / more love for the regular pirates planned please!?

More mounts for the infernus or something bigger would be awesome!  ;D
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: sucateer on March 07, 2020, 05:25:48 PM
Any additions / more love for the regular pirates planned please!?
+1
My personal wish is a Torch with a hangar instead of a Medium Universal. Also, thanks for the Predator-X, it's a hell of a pursuer.
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: snicka on April 26, 2020, 11:20:19 AM
Firstly, i've gotta say i really like this mod. It fleshes out the pirate faction, has many other fun, suprising, and usefull additions.

BUT

In order to convey my point, let me refer to another game. Dungeon Crawl Stone Soup. A roguelike, heavily dependent on positioning and movement speed. There is a particular enemy there - a centaur. Shoots from afar, usually faster than player characters, difficult to run from. However, it does not kite, despite being technically able to do so, as it is not programmed to do so. Why? There was an extensive discussion, and testing, overally the results boggled down to this - such a behaviour, while tactically sound for the mob, would make him far to strong, and, most importantly, importantly tedious and unfun to fight against.

Starlight Cabal is a faction of kiting centaurs. Dear lord, never have i despised something so hard in a video game.
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: FAX on April 26, 2020, 04:02:30 PM
Firstly, i've gotta say i really like this mod. It fleshes out the pirate faction, has many other fun, suprising, and usefull additions.

BUT

In order to convey my point, let me refer to another game. Dungeon Crawl Stone Soup. A roguelike, heavily dependent on positioning and movement speed. There is a particular enemy there - a centaur. Shoots from afar, usually faster than player characters, difficult to run from. However, it does not kite, despite being technically able to do so, as it is not programmed to do so. Why? There was an extensive discussion, and testing, overally the results boggled down to this - such a behaviour, while tactically sound for the mob, would make him far to strong, and, most importantly, importantly tedious and unfun to fight against.

Starlight Cabal is a faction of kiting centaurs. Dear lord, never have i despised something so hard in a video game.
Hellow, Im also a fan of underworld's pirate content, especially the Renegade. Amalgam is also interesting for it's special design heh.

Equal to most of my friends playing with this mod, I dont like Starlight Cabal at all for the same reason(maybe plus the pure purple art)

Anyway, "a faction of kiting centaurs" is based on hightech frigate fleet, which act similar in both TriTachy and Cabal. Alex said there will be more aggressive phase ship for AI adjust,it can be really affect to this problem.

But for other hightech frigates like omen or hyperion? Hard to say. ::)
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: Chairman Suryasari on April 26, 2020, 06:20:09 PM
If you want you can disable Cabal on .ini file on the mod folder.
Title: Re: [0.9.1a] Underworld 1.4.2
Post by: Harmful Mechanic on April 26, 2020, 08:14:44 PM
The AI changes should fix a lot of things, yeah.

In the meantime, one of the best tips for dealing with the Cabal is to bring some fast EMP - Omens, Claw fighters, Salamanders, Ion Beams. Most high-tech ships don't react well to EMP, especially shield-piercing EMP as on the Ion Beam; kill some engines for a bit and suddenly they're not kiting so well.
Title: [0.9.1a] Underworld 1.4.3
Post by: Dark.Revenant on July 08, 2020, 07:47:52 PM
Small update, just fixing bugs.

Download Underworld 1.4.3 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Underworld%201.4.3.7z)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.4.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.3:
- Shielded Cargo Holds now loosely affects the demands of Cabal extortion attempts
- Fix a rare crash in Cabal fleet AI
- Possible fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Migrated version file to BitBucket
Title: [0.9.1a] Underworld 1.4.4
Post by: Dark.Revenant on July 11, 2020, 12:28:35 AM
Fixing the bug for real this time...

Download Underworld 1.4.4 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.4.7z)
Download Mirror (https://drive.google.com/file/d/1AjHunRhVdXz7rb7LiJTQlfm0sQjUm1CH/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by Nexerelin 0.9.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.4:
- Actual fix for Cabal extortion causing transponder-on hostilities with disguise faction(s)
- Some configuration for Vayra's Sector and Starship Legends
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: mora on July 11, 2020, 09:26:54 AM
The Dickersons at Arigato seem to die and go to the next level even if you manage to disengage without killing anything. This happens when another pirate fleet decides to attack you because of its proximity to the station and you disengage. If you come back after a while, the Dickerson's fleet will have a ! on its fleet and say something about killing its predecessor.

EDIT:I forgot to add that I used console commands when testing this. Do they "die" when a battle ends as player victorious?(endcombat command)
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: spengler88 on September 03, 2020, 09:17:36 PM
Hello man, really enjoy your mod, but for some reason since the last time I played, and now, the game seems to really slows down after I attack a cabal fleet, the only mod I'm using now that I wasn't using before is adjusted sector, and set my sector size just to be a little bit bigger than the vanilla game, do you think there could be any problem with that mod? it's only after I fight cabal fleets, not fleets with any of the other ships that come with the mod, thanks in advance
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: mkire on September 22, 2020, 10:07:16 PM
i managed to get cabal relations to positive once, then one of them asked me for something i didn't want to give and i said no.

relations were still good enough that he wasn't hostile, but there's no button for leaving in this situation, so my choices were attack him, ruining relations, or force the game to close and load my game from my last save.
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: Modo44 on September 23, 2020, 01:54:24 AM
This seems to be a Starsector, or maybe Nexerelin issue. Some dialogue options railroad you into "we're friendly, but all I can do is attack" situations.
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: Chairman Suryasari on September 23, 2020, 12:40:08 PM
you can press "esc" to bail out, i thinks it's because how the game code work, even with high reputation they still "ask" you for monetary support, but then again just pres "esc"
Title: Re: [0.9.1a] Underworld 1.4.4
Post by: Troika on September 26, 2020, 04:10:26 PM
I think that there should be a general balance pass on a lot of units in this mod, as they havn't kept up with the times at all. Most notoriously the death barges are not remotely competitive with the Atlas mk II, which can bring a lot more weapons to the field per deployment point and is also not a death trap.

 
Title: [0.9.1a] Underworld 1.4.5
Post by: Dark.Revenant on September 28, 2020, 01:43:22 AM
Maintenance update!

Download Underworld 1.4.5 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.5.7z)
Download Mirror (https://drive.google.com/file/d/1kKTfHOq8upq1y8zlVzja1arWxKUkLOpg/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.7b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) - (Updated!)

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.5:
- Fixed bug where most battles with Dickerson counts as a Dickerson kill
- Fixed a Cabal dice game having the wrong score requirement
- Made the Infernus rarer
- Some configuration for compatibility with various other mods
- Prevent Cabal from spawning with unnatural sizes if there's somehow a Cabal-owned market somewhere in the sector
- Migrated version file to custom host (sigh)
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: fellabrando on October 03, 2020, 07:22:39 AM
Does this still require dynasector?

Even though dynasector is no longer updated?
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on October 29, 2020, 10:12:58 AM
Does this still require dynasector?

Even though dynasector is no longer updated?

I'm playing with Underworld withouy Dyna's Secotr and I can confirm it works flawlessly :)

P.S: I know I just wrote more or less the same thing in HMI, but I've tested most of the Pirate ships in underworld and it's just a matter of overcoming my procastination and write some feedback about them instead of...you know...playing Starsector :P

Spoiler
Infernus is the True Onslaught
[close]
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on October 29, 2020, 10:25:03 PM
Infernus is nice and dandy untill some Hammered Luddic shoot it down wit Reaper. Still my fav ship for pirate playthrough beside Renegade.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on October 30, 2020, 03:42:07 AM
Infernus is nice and dandy untill some Hammered Luddic shoot it down wit Reaper. Still my fav ship for pirate playthrough beside Renegade.

The only offensive weapons aside from the Infernus Turret are three HVDs, the rest including the two large slots are PD just for that reason. I've also installed advanced turret gyros since I noticed the cannon struggles to turn as it fires and on cool down, the faster it stays on target the more it can keep firing. Also, don't forget about Aux thrusters and Expanded Deck Crew to not regret boosting into the enemy and having a very useful tool against frigades and phase ships!

Edit: I'm also using the Dragon despite the fact that it gets a missile-related ability while at the same time having less missile slots than the original Odissey AND me not even bothering to use them. Can anyone mind explaining me that? I would love for it to get Accellerated Ammo Feeder Instead :P
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: MesoTroniK on October 30, 2020, 02:34:43 PM
The Dragon would be extremely OP if it has Accelerated Ammo Feeder!

Anyways Fast Racks is actually really great on it. It can knock down shields with its guns, and then turn a broadside and fire a prodigious volley of torpedoes, or just spam MRMs etc etc whatever.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on October 30, 2020, 02:59:53 PM
The Dragon would be extremely OP if it has Accelerated Ammo Feeder!

Anyways Fast Racks is actually really great on it. It can knock down shields with its guns, and then turn a broadside and fire a prodigious volley of torpedoes, or just spam MRMs etc etc whatever.

I'll disagree on the first part:

The Dragon's AI is hardcoded into always facing the enemy it prioritizes with its nose due to the downsized single TPC at the front being fixed, meaning only one large ballistic mount (out of 3!) would be focusing on a target while the Accellerated Ammo Feeder is active. It even has no medium ballistic mounts facing directly in front of it, just three small ones you're inevitably going to use for PD.

Hell, even with non-vanilla weapons like the Balor Smartgun (from Legio Infernalis) making it able to shoot the front enemy with two large ballistics (it's got very bad flux-damage efficiency but the shell it fires has low tracking capabilities to compensate) the ship still struggles in the damage department.

Fast Missile racks on the Dragon gives me the same exact feeling I would experience if Alex&colleagues got drugged out of their minds while on a Raging Lockdown Zoom Bender and gave High Energy Focus to the Eagle instead of its Manouvering Jets (If you're reading this Alex, I'm sorry, it was the first comparison that came into my head for some reason). It's "ok" but it misses the point of the whole ship as far as I'm concerned. The Dragon is already really tight on ordinance points (stock 250, 275 with skills) if you actually want the two fighter bays to do anything remotely impactful, giving it an ability that would make its inefficient weapon arrangements somewhat effective for a short amount of time would be swell.

The Atlas Mk.II has Accellerated Ammo Feeder for Ludd's sake! And that thing can get double gauss/hurricane MIRV working!!

P.S: You know, even giving it a downgraded version of the Odyssey's plasma jets that recharges faster instead would really do wonders. Manouvering Jets would probably fit it even better since it does not broadside like its non-bootleg stepbrother and something that only boosts it forward would really screw with its already poor survivablity, being one third carrier and all that.

Edit: oh would you look at that, I forgot about the rest of your post entirely and only focused on that specific part that triggered my spaghetti feelings. Very Italian of me, I know.

The dragon setup I am using right now has two heavy fighters+expanded deck crew, the most long-ish range, most DPS itensive kinetic weapon I could find across my modded campaign since it's the one weapon it's going to be shooting most of the time (Arteria Heavy Railgun from The Great Houses, 26 OP, 1k range, fast fire rate, basically a premium version heavy autocannon on most aspects), a Balor Smartgun from LI right behind that and general PD everywhere else. I also managed to cram PDAI, ITU and Hardened shields while I was there. It has no flux capacitors so it can get overwhelmed really fast but it's mobile enough to fend for itself most of the time.

I've found any OP investments in missiles to even use the special skill to cripple it way too much anywhere else, so I did not bother even installing any:
-use Sabots and it's going to want to get close and get murdered
-use Salamanders and they're not going to be useful against the ships the Dragon struggles most (actual combat carriers/battlecruisers and not a combined bastardization of the two like itself)
-use Harpoons and the Dragon is going to spam them on the first frigade it overloads with the railgun and they would be reduntant considering I've got a large HE weapon already installed
-use fancy stuff like the Karion Seeker from the Great houses to waste 30FP in a virtually zero damage EMP gimmick just to have the enemy eat it, walk up to you anyway and blast you to kingdom come

Edit: I edited this reply way more than I should have.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Retry on October 30, 2020, 05:39:08 PM
From fielding the Dragon somewhat, I'm somewhat skeptical that AAF would transform the machine into a slayer of fleets.  At worst I'd roughly guesstimate it'd be slightly overtuned, but I'd expect overall average performance due to general limitations in flux, OP, and turret firing arcs.  Also I'm way too busy/lazy/uninterested to actually test that change like I did with the Gladius a month ago

(Slight irrelevant nitpick with Arca's argument though, Odyssey has Plasma Burn since 0.9, not Plasma Jets)

I don't find the Dragon's current implementation to be a problem, though.  Not everything's gotta be top grade after all, especially pirate equipment.  I'm personally quite happy to blow up 'em all sky-high and take their ever-lovely Stalker escorts as salvage for my next deep-space expedition.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 01, 2020, 09:07:03 AM
From fielding the Dragon somewhat, I'm somewhat skeptical that AAF would transform the machine into a slayer of fleets.  At worst I'd roughly guesstimate it'd be slightly overtuned, but I'd expect overall average performance due to general limitations in flux, OP, and turret firing arcs.  Also I'm way too busy/lazy/uninterested to actually test that change like I did with the Gladius a month ago

(Slight irrelevant nitpick with Arca's argument though, Odyssey has Plasma Burn since 0.9, not Plasma Jets)

I don't find the Dragon's current implementation to be a problem, though.  Not everything's gotta be top grade after all, especially pirate equipment.  I'm personally quite happy to blow up 'em all sky-high and take their ever-lovely Stalker escorts as salvage for my next deep-space expedition.

Pardon for the late reply, I've had some busy days!

The Dragon actually has a pretty nice flux dissipation, I was positively surprised by it the first time I tried it, the problem is (as you just said) that it's really hard for it to use all of its large kinetic weapon mounts unless you resort to very flux inefficient tracking/AOE weapons from other mods like the Balor Smartgun (Legio Infernalis) or the Shockweb Canister (Kadur Remnant)

Ah, I knew there was something wrong in the way I called the Odissey's special ability, but I was at bed and too tired to get up and check what the exact name was :P

Well, more or less every other ship from this mod has better "pound-for-pound" performance than the Dragon not because they've got more mounts or better weapon arcs, but because they all have a special ability that directly benefits their playstyle (I'll list the ones most on my mind):


1)Stalker is an up-gunned kinetic version of the Apogee and while it sacrifices the front facing large slot it retains the large missile mount, gets a plethora of new ballistic mounts, obtains a built-in Revolver wing (wich I love by the way) and even recieves the coveted Accellerated Ammo Feeder

2) Barbarian is an oddly shaped frontsider basically begging you to be overridden but that can also play as a broadsider using railguns (you'll have to skip installing PDAI for it to work) effectively being able to keep pressuring faster ships with its Burn Drive

3)Boar is a great alternative to the Falcon P when it comes to vomiting missiles but is actually a bit more durable and sacrifices the latter's agility for better chasing capabilities thanks to its Burn Drive

4)Infernus is a barely mobile array of TPCs slapped on a destroyer-sized turret with the slowest in-combat speed of any vessel (stock speed is 20 I think) and a hull rotation speed comparable to a low tech battlestation but that gets the option of a burn drive to quickly close the distance with the enemy. A bit off topic but I think the burn drive on this behemoth does not result in the ship getting a flameout even if I ram really big allies/opponents with it. Is it intended?

5)Torch more or less is a miniature Conquest with a makeshift shield generator + extended shield and offensive weapons (heavy mortar + railguns) on one side. It brings quite the heavy aount of firepower for its size and its burn ability makes it keep up with stuff running away from it.

Accellerated Ammo feeder is what I would like Odyssey to have the most of course, I won't deny my bias. Another Option would just be to turn one (or even two to fully embrace the meme) large ballistic mount into composite, allowing it to use large missile weapons and finally, finally make use of the Special Ability well enough to consider installing missiles in the first place.

Just imagine a pirate fleet with some Dragons with Double Piranha, a Gauss Cannon at the front and Double Squall at the sides. Now THAT would make people respect it a whole lot more. Giving barely PD capable capitals too slow to catch it PTSD and all that.

Edit: Alternatively, how about giving that salvaged TPC at the front a generous weapon arc so that the Dragon can actually broadside on either side to at least utilize two of the three large ballsitic mounts on the same target? That would probably provide the ship with the most customization options, given it's already got a wide omni shield and the only reason it's not a good idea to do right now is because that TPC is fixed at the nose.

Edit: I actually managed to list the Barbarian twice in a 5 point list. Amazing.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Dark.Revenant on November 02, 2020, 12:28:29 AM
Coincidentally:
(https://cdn.discordapp.com/attachments/187635036525166592/771894935464837130/unknown.png)
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 02, 2020, 03:12:32 AM
Spoiler
Coincidentally:
(https://cdn.discordapp.com/attachments/187635036525166592/771894935464837130/unknown.png)
[close]

All Hail the mighty Doot!

Edit: I have a feeling this discussion could've been avoided if I actually used Discord a bit more, I just like the forum format a lot better tough  :-X
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Avanitia on November 02, 2020, 03:20:57 AM
Clearly best mount for Hammer Barrage.
This does make broadside setup with guided missile on the large slot more fun.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Ali on November 02, 2020, 11:22:40 AM
Really hope the Dragon doesn't get changed at all - it's 1 of my favouriate ships!!!

The only change Underworld needs is higher turret density on the infernus to match / eclipse the dragon and babrbarian!!  ;D

Oh and more ships / cool pirate theme'd mods with no downsides please!
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 02, 2020, 01:25:14 PM
Really hope the Dragon doesn't get changed at all - it's 1 of my favouriate ships!!!

The only change Underworld needs is higher turret density on the infernus to match / eclipse the dragon and babrbarian!!  ;D

Oh and more ships / cool pirate theme'd mods with no downsides please!

I think Dark.Revenant is doing the best possible change to it, wich is converting purely ballistic large mounts into composite mounts able to install either large ballistic weapons or large missile weapons. You're going to play it as if the change did not even happen if you like it ballistic, but you're also going to have the option of making it a missile heavy battlecruiser.

What...what do you mean the Infernus does not have enough turret density? It's got the Infernus Turret with 0.8 efficiency, 1k range, brutal burst damage and 500+ DPS but it can also field 4 medium ballistic and 1 large ballistic aiming at the front and with very generous weapon arcs to the side. What is even better about the Infernus is that it's actually got amazing flux dissipation stats to back all of its weapons up too, meaning that if you invest into flux dissipation and relatively flux efficient weaponry you get to this result:
Spoiler
(https://i.imgur.com/NPqlCFG.png)
[close]
It's got a level 20 officer mind you, but it still reliably beats two legions/an astral+a small carrier like it's nothing even without one. It even makes fleets like these a joke, the amount of point defence and long range, hard flux generating firepower the thing can just vomit at range is astonishing. It could even be a better "pound-for-pound" point defence bastion than the Onslaught!
Spoiler
(https://i.imgur.com/br07nIQ.png)
[close]
Oh, and have I mentioned the fact that the Infernus works really well when working in tandem with the Junk from HMI? They even look eerily similar to boot!
Spoiler
(https://i.imgur.com/v2EmPKs.png)
[close]

Moving on, the Barbarian is, to be fair, ok. I honestly feel like it only shines with Assault Chainguns/machineguns and is a big enough ship to also fit Hardened Subsystems and keep doing its dirty job longer than most frigades despite being overridden. That said, I really don't feel confident in saying the Barbarian is as worth its 18 FleetPoints as the Stalker is worth its 20.

Really, the Barbiarian really feels like a mix between a Dominator (high armor, burn drive, lots of small ballistic mounts) and a Falcon (mobile, same FP range, no large mounts) but it sort of inherits the weaknesses from both, added to the fact the barbarian has very, very poor PD arcs to the back, meaning Salamanders absolutely neuter it, even with PDAI.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Ali on November 02, 2020, 02:02:49 PM
ah if its just balistic to composite then great! :)  ( as long as no nerf's!! )

i look at some of the other cap ships with their cool "pd batteries" and compared on that front the infernus seems to lack a little :(

+ for me personally the infernus just isn't deadly / intimidating enough..

i come across 1 in my paragon and a few seconds later, it's toast :( ( i'll have some aurora's with me as well so addmitidly its not like its a fair fight even if it was buffed but still )

I haven't played starsector in ages ( waiting on the update so maybe with the changes since things may be different - will see )

Maybe this year Santa will hide a "mod-infernus" behind a console command! - i can but dream! ;p

Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 02, 2020, 02:10:01 PM
ah if its just balistic to composite then great! :)  ( as long as no nerf's!! )

i look at some of the other cap ships with their cool "pd batteries" and compared on that front the infernus seems to lack a little :(

+ for me personally the infernus just isn't deadly / intimidating enough..

i come across 1 in my paragon and a few seconds later, it's toast :( ( i'll have some aurora's with me as well so addmitidly its not like its a fair fight even if it was buffed but still )

I haven't played starsector in ages ( waiting on the update so maybe with the changes since things may be different - will see )

Maybe this year Santa will hide a "mod-infernus" behind a console command! - i can but dream! ;p

The Paragon is litterally DESIGNED to kill ships like the Infernus, wich have bad shield ratios, lower weapon ranges and can't even run away when pressured, not to mention a Paragon is a logistical nightmare to carry around the sector while the Infernus has very, very attractive maintenance/fuel consumption stats for how much firepower it can field, not to mention the converted refinery ship is part of that rare, rare breed of self sufficient capital ships that can easily go around the sector by themselves with just their own cargo and fuel capacity.


Edit: Speaking of said converted refinery ship Dark.Revenant, have you considered the option of actually introducing the ship the Infernus is converted from as a utility ship? A huge (and I quote) harvester, salvage barge and refinery that carries cargo, fuel, a salvage gantry and maybe even helps with fuel efficiency across the entire fleet would make for a very attractive ship to have in a fleet!
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on November 02, 2020, 05:07:13 PM
The big fuel capacity of the infernus is so useful for people like me who always have 11 capital in the end game, it's easily the best ship for saturation bombardment and raid.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on November 02, 2020, 05:08:38 PM
Renegade-class have better change killing Paragon with a lot of small EMP missile.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 14, 2020, 04:09:38 AM
Edit: Speaking of said converted refinery ship Dark.Revenant, have you considered the option of actually introducing the ship the Infernus is converted from as a utility ship? A huge (and I quote) harvester, salvage barge and refinery that carries cargo, fuel, a salvage gantry and maybe even helps with fuel efficiency across the entire fleet would make for a very attractive ship to have in a fleet!

Incidentally, I've recently acquired a couple of Starlifters and I'm pretty sure that' where the Infernus came from considering the hull is the same, it's got most of the small weapon mounts in the same spots and also has 3 fighter bays :)
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Retry on November 14, 2020, 09:42:48 AM
Uh, the Starlifter's hull is nothing like the Infernus's hull.  They're from 2 different mods, and different authors.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Arcagnello on November 14, 2020, 10:14:01 AM
The hull shape and size is almost identical, without the various pirate add-ons, it's got three fighter bays obviously meant for drones and the Infernus already comes with built in drones, the burn level is identical and the cargo/fuel storage is close too. All it's missing is the infernus cannon, for obvious reasons. It may be from a different mod but the similarities are too many to ignore.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Retry on November 14, 2020, 10:41:10 AM
Double check your codex.  The Infernus is significantly larger than the Starlifter with 4x the fuel capacity, 5x the maximum crew capacity, 2x the fuel consumption, and dramatically better flux stats and weapon slot emplacements.  Burn level will obviously be similar as they're both slow Capital-class ships, and neither ship has a monopoly on the "vaguely rectangular" form factor.

The Starlifter is a mining & exploration ship from DaRa that's converted from the Atlas superfreighter.  The Infernus is a warship that's converted from a refinery ship of a currently-unknown class.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: hollow on November 26, 2020, 01:40:57 AM
Hi there!
is there a way I could possibly put a cabal market to another tritach market??
the one in my game decivilized while I was out exploring and I dont want to have use console commands to get there ships
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on November 26, 2020, 05:50:25 AM
Hi there!
is there a way I could possibly put a cabal market to another tritach market??
the one in my game decivilized while I was out exploring and I dont want to have use console commands to get there ships

There is atleast 2 Cabal market if i'm not mistaken, did both of them get scuffed? check Port Tse Franchise Station. Wait? Tri-tachyon only have 5 market in the vanilla game, that's rough.

I think Tri-tachyon cannot built another Cabal Market, it's hard coded (i think), same reason why ED Shipsyard Market and Kassadari Market cannot be built on other Independent market.
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: King Alfonzo on November 26, 2020, 06:05:17 PM
There's two markets that can have Cabal submarkets in Corvus Mode Nexerellin/Vanilla. This is hardcoded; the code looks for the specific names of these markets, and puts the submarket in. There used to be three Cabal submarkets, but the 'main' one has been removed. In previous versions, the number of Cabal sub-markets was dependent on how many Tri-Tachyon markets there were; this is no longer the case. There should technically be a third if you have Interstellar Imperium installed, but DR deleted the market.

Cabal fleets however will still spawn from Cabal markets and in hyperspace around Tri-Tachyon markets, so you should still run into them that way.

Hope this clears things up a bit
Title: Re: [0.9.1a] Underworld 1.4.5
Post by: Chairman Suryasari on November 26, 2020, 10:05:16 PM
Oh yeah, i almost forget, you probably can use Agent from Nexerelin to steal their ship in Tri-tachyon colonies, maybe, i mean, i steal all Kassadari Ship using agent after all.
Title: [0.9.1a] Underworld 1.4.6
Post by: Dark.Revenant on December 24, 2020, 09:56:12 PM
Just updating this while I update everything else...

Download Underworld 1.4.6 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.6.7z)
Download Mirror (https://drive.google.com/file/d/1kTenfdtL6fCO2ysuF7spV4g8-r1MxEdz/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.7c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) - (Updated!)

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.6:
- Cabal extortion/contribution: Force open comm link on fleet interaction (fixes the "skip contribution by closing dialog" exploit)
- Dragon now has a large composite mount on the left side
- Fixed version file HTTPS redirect
Title: Re: [0.9.1a] Underworld 1.4.6
Post by: Rain on December 28, 2020, 02:04:33 AM
I once mistook a partly shot-up Barbarian for a disabled burning wreck in the heat of battle, 10/10. I love the pirate "junk" ships occasionally just... Looking like junk. :D
Title: Re: [0.9.1a] Underworld 1.4.6
Post by: n3xuiz on January 06, 2021, 02:19:17 AM
the station in styx from where the Dickerson Fleet spawns got destroyed and now there is no fleet. any way i can fix this in a running savegame? i'm not running nexerelin so i can't re-populate and then transfer the station back to pirates.


any way to fix this without restarting?
Title: Re: [0.9.1a] Underworld 1.4.6
Post by: Dark.Revenant on January 06, 2021, 02:33:14 AM
the station in styx from where the Dickerson Fleet spawns got destroyed and now there is no fleet. any way i can fix this in a running savegame? i'm not running nexerelin so i can't re-populate and then transfer the station back to pirates.


any way to fix this without restarting?

If you can somehow resurrect the market, they'll respawn.  I'm not sure if that's possible.
Title: Re: [0.9.1a] Underworld 1.4.6
Post by: n3xuiz on January 06, 2021, 05:56:07 AM
with nexerelin there are console commands to give market to another faction but without it i think i'm screwed. for now i just took the station for myself.
Title: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on January 10, 2021, 08:18:54 PM
It's finally here: The Infernal Machine (custom start)

Start with a bucket of bolts lifted off the surface of Maxios:
(https://i.imgur.com/rRW9ZIM.png)

End a galactic pirate lord in your customized, fully-upgraded Doomwagon:
(https://i.imgur.com/08YClHf.png)

Download Underworld 1.4.7 (https://bitbucket.org/modmafia/underworld/downloads/Underworld_1.4.7.7z)
Download Mirror (https://drive.google.com/file/d/1e-V_AyS_Ekzac321gX0wA0fMP_Tflbz8/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by Nexerelin 0.9.7c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/underworld/src)

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.7:
- Made the Infernus less likely to be available to purchase in markets
- Added custom Nexerelin start "The Infernal Machine"
  * Start with a salvaged unique Infernus (Augmented Drive Field built-in) and a mid-size scavenged fleet (all with starting d-mods)
  * Start inhospitable with most factions (and vengeful with pirates)
  * Restore the ship, one upgrade at a time, to its former glory and beyond
  * Branching and mutually-exclusive upgrade paths
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: IonDragonX on January 10, 2021, 08:38:57 PM
* Restore the ship, one upgrade at a time, to its former glory and beyond
Is it quest based or random events? Is it bad to restore the ship the regular way?
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Agalyon on January 10, 2021, 08:49:29 PM
Yo that is absolutely wild. Can you give some more technical details on how the upgrades work? I assume theres no way to get this thing without that custom start and I really dont want to restart right now.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Chairman Suryasari on January 10, 2021, 08:54:53 PM
I like the new start, first the Cathedral and now Infernus, thanks for the amazing work!
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on January 11, 2021, 12:36:22 AM
* Restore the ship, one upgrade at a time, to its former glory and beyond
Is it quest based or random events? Is it bad to restore the ship the regular way?

Just dock at a station you have authority to repair at, and you can restore/upgrade the ship.

Yo that is absolutely wild. Can you give some more technical details on how the upgrades work? I assume theres no way to get this thing without that custom start and I really dont want to restart right now.

See above; also, there are a total of twelve different upgrades, which you can install eight of.  The first four are basic improvements to refurbish your ship.  After that, you make a series of choices between two different upgrades, creating a specific build for your ship.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Ali on January 11, 2021, 02:27:30 PM
YES!!!!   ;D ;D ;D ;D ;D

Why do i have to work the rest of the week damn it!!  :'( :'( :'(
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Wyvern on January 14, 2021, 01:21:18 PM
So, started a couple of new games with The Infernal Machine (...a few other mods updated shortly into my first game so I restarted), and I'm finding it fun - and a bit harder of a start than I'd expected - first game I figured "Oh, sure, I can take on that 90k pirate base bounty with my starting fleet," except it turned out to be a midline station's gun section with a good mix of HE and kinetic, and that did not go well for me.

Initial difficulty scales heavily with random factors, though; on my second game, my starting fleet included a Hammerhead - and that one destroyer was the star of the show for a while, better able to handle early small bounty fleets than the unwieldy TIM itself. Compared to my first run, that was a much more capable starting fleet - I think the first time around I got an SWP Albatross instead of the Hammerhead, and it's just not the same.  In retrospect, I should probably have put TIM in storage for a while - that 8k a month in crew cost adds up surprisingly quickly when you don't yet have income from a planet or commission to offset it.

Once you get some upgrades, though, TIM's a proper beast; I've just gotten to upgrading mine with modular fighter bays - currently using interceptors to help with hunting down and finishing off agile frigates.

(I might re-phrase 'removes one random d-mod' in the upgrade options, though. At least from my testing, it seems to remove d-mods in a specific order, always starting with Unreliable Subsystems... as such, I haven't repaired any of TIM's d-mods yet.)

It's also neat to have a solid money-sink that's improving a specific ship rather than the usual colony upgrade business.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Dark.Revenant on January 15, 2021, 11:26:03 AM
Thanks for the feedback!

(I might re-phrase 'removes one random d-mod' in the upgrade options, though. At least from my testing, it seems to remove d-mods in a specific order, always starting with Unreliable Subsystems... as such, I haven't repaired any of TIM's d-mods yet.)

I do have a comment about this though: the random order is fixed in place when you start the save; saving and loading won't change the order, but starting a new game will.  That said, I don't expect people to remove d-mods until at least having cleared the first four upgrades, since the upgrade cost starts to eclipse the cost of removing d-mods.

As you alluded to, I priced the upgrades to encourage a sort of pace for the run, and in the early game the deployment cost reduction from all the d-mods helps keep TIM as a viable flagship.  If the player was encouraged to clear those d-mods right away, they'd lose the cost advantage without adding much actual power to the ship.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Wyvern on January 15, 2021, 12:29:54 PM
Looks like I just got unlucky, then, with both runs picking the same d-mod to start with - I didn't test out the whole sequence, and running that test with my current game & a new game shows that it does work exactly as you said.

...And for my current run the last two d-mods to go are glitched sensor array & faulty power grid. Joy. Guess I'll just ignore the 'remove one d-mod' option and do a full restore at some point. (Since those are the two d-mods that I really want gone, and a full restore costs 1.8m credits while removing d-mods individually would cost me almost 2.3m credits.)
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Wyvern on January 19, 2021, 03:13:25 PM
So, I've gotten my TIM fully upgraded and started playing around with the options.

Terminator Drones: a neat idea, but I don't think I'll actually be using these. Maybe there's some situation where they'd be good, but at least with TIM under player control, I'd rather have a pair of wasp wings than the terminator drones - and that's not even getting into the flexibility of modular fighter bays or the extra ordnance points.
(AI control is a different matter - the AI, given wasps, will cheerfully send them off to die rather than keeping them in close to defend their mothership. An AI-driven TIM might well perform better with terminator drones than wasps.)

Diablo Cannon: I ran with this for quite a while, and would suggest that maybe it should, like the Hellfire Cannon, not auto-fire at fighters? I ended up just putting it as the primary manual-control weapon instead of the ship's missile mounts - and then, just for the convenience factor, stripping the missiles entirely and swapping to light bombers. Still, it's a very viable option.

Infernal Minefield: Still need to do more testing with this. Thematically goes well with the ATC, for that mobile space station feel. Going to be running with this next play session, see how it goes.

Infernal Shield: This one's the game-changer, though; it synergizes well with both the manuevering jets upgrade (so you can get your mobility system going without having to drop shields) and the second modular slots upgrade (since you don't need as much rear-facing firepower/PD when you've got 360 shields, which lets you actually use those rear slots for missiles - or leave them empty and focus on forward firepower now that you've got two large slots that can aim that way.)

...I still find myself skewing towards the ATC upgrade over the maneuvering jets, though, given that the latter comes with an extra range penalty on top of needing to find another 25 ordnance points to install ITU.
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Chairman Suryasari on January 19, 2021, 06:43:52 PM
Will we get similar upgradeable ship with Interstellar Imperium in the future?  ;D
Title: Re: [0.9.1a] Underworld 1.4.7
Post by: Wyvern on January 22, 2021, 11:40:44 AM
Current conclusion on infernal minefield: it is competitive, at least in fleet engagements (as opposed to fights against starbases where it doesn't seem to do much), but its effects are frequently subtle and less directly obvious than the infernal shield.

There are some ships that it doesn't really work against - the simulator's onslaught, for example, has a front shield and enough PD that it just about ignores the mines - but it causes real problems for anything with an omni shield (that's now facing towards the mine instead of towards your guns) or anything that's got weak point-defense. Frigates in its range will occasionally just explode. And - much to my surprise - I haven't (yet, at least) seen it cause any friendly-fire incidents. (Edit: Two fights later I ended up with a pair of holes in my own armor from the mines. Still, the friendly-fire levels it causes are relatively low.)

Will we get similar upgradeable ship with Interstellar Imperium in the future?  ;D
Given the Imperium's fancy ship-system-changing hullmods... we kinda do already?

I mean, okay, I wouldn't turn down more ships with story-level upgrades to them. And you could probably make a pretty good story about an AI-upgraded vessel, especially next patch with the ability to have actual AI-core-piloted ships in your fleet. But in terms of just versatile upgrade options for its ships, the Imperium is pretty set already.