Mmmh, I like that blue Onslaught a lot. Some of the other sprites might require a tiny bit of polish but all the blue ones are pretty damn sexy (you can check the Kitbash Database in my Toybox if you want bits and bobs to put on them).Looking at them again, the Gemini sprite does look like it would need a few bits of black outlines, and the Torment has those weird black spots just above the rear turrets. I could've sworn that I desaturated some of the tan bits of the Centurion but I probably didn't do enough. The Hammerhead is probably my favourite.
I also wrote a pretty extensive paintjob tutorial linked in the toybox, you might find it interesting for the gryphon in particular.Yes! I just have to install Photoshop and I'll try and make a slightly less boring Gryphon paintjob. At one time I tried desaturating your sprite and making it blue and it looked pretty great, so hopefully in the next few days there'll be a snazzy new paintjob.
i agree with Tarti, i quite like the color scheme! :]Yeah, the Kite drones are a bit odd. A decent number of mods have fighter-sized drones but the only frigate-sized one I can think of is the Vixen drone from Citadel. Originally the Kites were still classified as frigates, but trying to deploy them resulted in them colliding with the Onslaught and almost dying. So now they drift over stuff in an odd way and have somewhat weak weapons for their size (Gladius fighters have greater offensive ability). They're also big enough that most ships can easily hit and kill them. Even being much more durable than normal Kites, they die pretty quickly. I may replace them with Xyphos drones.
the large drones feel weird to me, though.
That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.
That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.
Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.
Also a funny note, the Sunder (R) has more armor than the regular variant, 250 instead of 200. However, if you play with the Ship and Weapon Pack, it'll have LESS armor because that mod remakes the Sunder to have more armor (300 I think) and the old stats are on the Sunder (S). Might have to up it to at least 300.
That's some pretty good ideas there. Really digging the Ammo disruptor, and the concept of a long range kinetic pressure wing, and giving small ships drones. Have you considered turning this into a 'workshop' faction, like Steiner's Foundation?I considered making a faction of bounty-hunting AIs that used the Guardian variants and spawned from independent planets, but I had no idea how to actually code it. I'm unsure how to really make proper factions right now, mostly all the stuff to spawn them. It would solve the problem where currently, having DynaSector makes all the variants impossible to obtain normally.
Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.
Of course. Currently list of ships todo are the Pigeon (R), Omen, and some cruiser (R) because there are way too many Rumbler frigates and destroyers and now I'm piling on more. I'll add a new Kite somewhere on that and give it a useful combat function. Omen will probably lose the EMP system but gain a built-in rapid fire EMP lightning gun and the ability to immediately overload. Not sure whether to make it a (G) variant or make a new saboteur variant and make the Tempest I have a sprite for into one of them too.Also, I changed the Onslaught (G) to use Xyphos drones, and the Pigeon is mostly functional. Just have to make its ship system, which will hopefully be a combination of Damper Field and Maneuvering Jets, increasing speed but also protecting it. Otherwise, just a powered-up maneuvering jets system.
):
I was super excited to see that you had made a corvette attendant, and PARTICULARLY that you had made a combat Kite to do so.
Could I... get to the G_Kite as a stand-alone ship? I love the idea
Hi ,Looks like it's a problem with the classes and Java. Apparently I might have to compile with Java 7 so you don't need 8 to use the mod. I'll get on it now. Presumably it'll also crash with any Rumbler destroyers since they all have new systems.
Game crashed when starting my first combat ::)SpoilerUsing SS+ and downloaded the newest version of the game
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/SlammerDriveStats : Unsupported major.minor version 52.0
java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/SlammerDriveStats : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
at com.fs.starfarer.combat.systems.M.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÔÔ0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÒÔ0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÕÔ0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I just changed the system to the normal damper field to start playing .
Still a tough ship with a brand new character.
Other than that : your pics teased me to give it a go. The Ships really have a nice coloring.
Chronosfear
Still crashing .Darn, no idea why it would be crashing in that case. Pretty sure it's compiled with Java 7. Sorry for any inconvenience.
But I updated my Java ( in the starsector folder )
and now it seems to work.
If something else comes up I´ll you know.
thanks
Inventor Raccoon, do I have permission to make your Gemini (G), Hammerhead (R), and Sunder (R) ships able to be retrofitted into the THI versions at their submarket? Lore wise, it makes sense to me as they do not seem very different from the base model of the ship. Where generally I only think a variant upon a vanilla ship should not be able to be retrofitted is if the conversion is very different.Yeah, that's fine.
Ok cool, and so it is done.If you don't know Raccoon, SS comes with JRE (java) 7 which means that people would have to download JRE 8 in order to play with your mod, however people with JRE 8 can still play it if it is complied in JRE 7.
By the way, you really seriously should not compile a mod that requires JRE8 as it is unsupported by SS and will cause issues.
I tried to fix this when Chronosfear was having issues but it didn't seem to work. I downloaded Java 7, that's the box that's checked in the installed java versions in Eclipse, and set the compiler compliance level to 1.7. Anything else I need to do?Ok cool, and so it is done.If you don't know Raccoon, SS comes with JRE (java) 7 which means that people would have to download JRE 8 in order to play with your mod, however people with JRE 8 can still play it if it is complied in JRE 7.
By the way, you really seriously should not compile a mod that requires JRE8 as it is unsupported by SS and will cause issues.
Oh and JRE 8 is so buggy that Alex switched back to JRE 7 after trying out 8!
Spoiler7026651 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/FluxArmorStats : Unsupported major.minor version 52.0
java.lang.UnsupportedClassVersionError: data/shipsystems/scripts/FluxArmorStats : Unsupported major.minor version 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
at com.fs.starfarer.combat.systems.P.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.Ò00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(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)[close]
An error happened with Flux Armor.
So where do I buy them?this mod is currently incompatible with Dynasector, as the later replaces vanilla's spawn system with a new, rather complicated one, and integrating a new mod into that isn't easy. you should still be able to spawn them in using the Console Commands mod (if you don't want to cheat, you could do something like buy another ship of similar power/price and scrap it in return for getting yourself one of these).
i haven't played your mod myself yet, so i don't have much to comment on, but i'm still interested in the changes and additions you make. :]I'm gonna out myself here: I haven't played the game since the last update, I'm just here to read mod updates & blog post discussions
Until the mod's jar is compiled to not require JRE8... It is very hard to recommend playing it.Good news! I think my friend figured out that I didn't change something in Eclipse and accidentally had it set to compile with whatever Java my Starsector uses, which usually is 8. Updating with a version which hopefully is compiled with Java 7.
I'm gonna out myself here: I haven't played the game since the last updatepreposterous! D:
So, attempted to add the ships to the simulator but your Omen (SB) had an error.Darn. I kind of have to go back and make the Omen (SB) better (the built-in weapon is kind of rushed)
I'll see if I can replicate the error again, if it hasn't been fixed.
Super strange error, after unpacking the archive with 7zip and trying to open the folder with with windows explorer I get a "Catastrophic Failure" error.Downloaded it myself and it seems fine to me, also using 7zip and Windows Explorer, and it looks like nobody else has problems. I don't know what's the issue other than something with the windows registry.
When I navigate to the folder via the address bar it works and I can see the contents.
I assume that somehow my Windows registry has become corrupted or something but so far this is the only folder that triggers the error even if I rename it or remove the mod contents.
Something to do with NTFS security permissions?
I probably won't be pushing out any new content updates until 0.8 launchesI lied. New update. Firstly, it fixes the System Hacker. Second, it gives the Reaver Drone a pair of PD-laser wielding companions. Yes, drones that have drones of their own. No, it shouldn't be too overpowered. And yes, it's pretty cool. Also allows you to obtain Reaver Drone Wings from Tri-Tachyon markets and they'll appear in their fleets.
The interceptor missiles cause CTDs.Darn, must have slipped by the cracks while updating. Will fix today.
Fatal: com.fs.starfarer.combat.entities.Missile cannon be cast to
com.fs.starfarer.combat.entities.ship
I'm curious, can these be acquired as derelicts/combat salvage or only through markets?Both. They appear in markets and faction fleets.
Cool mod, though I have some issues. The blue onslaught's description says it has xyphos drones when I actually has reapers. If its meant to be a high tech onslaught then it should have the high tech engine plumes. The phase Tempest's cloak is unbelievably costly to operate. 750 flux/s is way too much (afflictor has 120 flux/s). 200 is a bit more reasonable.Reavers are modified Xyphoses. I'll resolve some of the other stuff today.
Thanks for the quick update!:)
Having just spawned a bunch of stuff in for testing while waiting for stuff to update, oh god the artillery swarmers are so goooood. Not like, STRONG, since they do bugger all damage, but firing off six of 'em is just magical. Based off the ID and them only showing up on the drones I'm guessing they're not supposed to actually show up, like bomb bays - but they should! I'd totally use em, they're like much, much less dangerous fighters, just keep mild pressure on to make managing shields harder. But mainly it's the 'here's a hundred missiles have fun'.Glad you like them. They originally weren't supposed to show up except on the Gryphon Hunter (originally it was a Guardian variant and had an artillery drone), and they don't, because none of the variants that spawn in fleets or markets have them. I'll remember to add more of the mod's weapons to variants.
Having just spawned a bunch of stuff in for testing while waiting for stuff to update, oh god the artillery swarmers are so goooood. Not like, STRONG, since they do bugger all damage, but firing off six of 'em is just magical. Based off the ID and them only showing up on the drones I'm guessing they're not supposed to actually show up, like bomb bays - but they should! I'd totally use em, they're like much, much less dangerous fighters, just keep mild pressure on to make managing shields harder. But mainly it's the 'here's a hundred missiles have fun'.Glad you like them. They originally weren't supposed to show up except on the Gryphon Hunter (originally it was a Guardian variant and had an artillery drone), and they don't, because none of the variants that spawn in fleets or markets have them. I'll remember to add more of the mod's weapons to variants.
I came across a Reaver Drone Drone LPC in an abandoned HabitatYep. Already fixed.
I'm assuming Drone Drone is a typo? :D
I came across a Reaver Drone Drone LPC in an abandoned HabitatYep. Already fixed.
I'm assuming Drone Drone is a typo? :D
By the way, just updated with a new version. Adds a miner version of the Mule, and some small fixes.
Is there any way I could request a couple ships BESIDES the Apogee with High Res Sensor Packages?Yeah, sure. PM or a post here, I don't mind. Already have an idea of what the next update will hold (something a little special), but I'll try to fit suggestions in.
Does this mod have any custom hullmods? If so, is the Converted Ballistic Mounts hullmod from it? I found it as a modspec that can be installed for 0 OP.Oh. Yep. Converted Ballistic Mounts was supposed to be a built-in hullmod for balancing. It doesn't need to exist anymore, and I'll probably remove it.
ooh, Miner Mule! \o/
Hey @Raccoon, I know it's gonna sound pedantic, but do you think you could credit me alongside the Miner Mule sprite? It's not a big issue to me (and I know some people are already aware I kitbashed the sprite), but best not to get into bad habits.Oh, yeah, sure. I'll credit you with the idea (technically I made the sprite myself but it's basically the same as the one you did with a little bit of empty space filled in).
Otherwise, great to see the mod updated! ;D
Hey @Raccoon, I know it's gonna sound pedantic, but do you think you could credit me alongside the Miner Mule sprite? It's not a big issue to me (and I know some people are already aware I kitbashed the sprite), but best not to get into bad habits.Oh, yeah, sure. I'll credit you with the idea (technically I made the sprite myself but it's basically the same as the one you did with a little bit of empty space filled in).
Otherwise, great to see the mod updated! ;D
The Terminator Drones could use a bit of a nerf, namely in their insanely high speed. I've lost half my fleet (only about 5-6 ships at the time) to the insane harassment damage that they bring. You basically have to give your ships a ton of high accuracy point defense and armor just to deal with the little blighters.
For balance reasons, you should remove the Terminator look alike from the Wolf [SNT] and give it back the default phase cloak.I'm going to be real stubborn on removing the Wolf's drone, because that's the main change to it (omni shield and high res sensors are really just a bonus).
For balance reasons, you should remove the Terminator look alike from the Wolf [SNT] and give it back the default phase cloak.I'm going to be real stubborn on removing the Wolf's drone, because that's the main change to it (omni shield and high res sensors are really just a bonus).
The drone IS a Terminator, the exact base drone found on the Tempest, just with a different weapons loadout. If the IR pulse variant is too annoying and fast, I'll consider adding degraded engines to it.
Also, new update soonish (hopefully this week, if I have the time). My "special" stuff likely won't make an appearance, have to wait for 0.8.1. Instead, I'll try and expand the additional weapon choices.
Could you make a wing of terminator drones that fit in any carrierReading that post gave me the idea to have a 1-unit wing consisting of a single Terminator that deploys two harmless clones.
Okay, that is officially a cool fighter concept and I love every bit about it. Only issue is, now I'm thinking this...Status moves can't be Super Effective, nor does Double Team add actual clones. (It just adds speed mirages basically)
Terminator used Double Team! IT'S SUPER EFFECTIVE
Status moves can't be Super Effective, nor does Double Team add actual clones. (It just adds speed mirages basically)
Yes, I'm fun at parties
Okay, download updated, I won't mark this as a new update, it's more like a hotfix. The Wolf Sentinel is COMPLETELY removed from all pirate fleets. Its wingman is no longer a Terminator, it's a Wolfpup as it was originally (a shielded, phase skimming, slower Broadsword). I tried to fix the crash-on-launch bug but it's an issue that I cannot test.
Okay, download updated, I won't mark this as a new update, it's more like a hotfix. The Wolf Sentinel is COMPLETELY removed from all pirate fleets. Its wingman is no longer a Terminator, it's a Wolfpup as it was originally (a shielded, phase skimming, slower Broadsword). I tried to fix the crash-on-launch bug but it's an issue that I cannot test.
A different crash related to missiles, specifically how their range, flameout time and missile lifetime interact.Okay, download updated, I won't mark this as a new update, it's more like a hotfix. The Wolf Sentinel is COMPLETELY removed from all pirate fleets. Its wingman is no longer a Terminator, it's a Wolfpup as it was originally (a shielded, phase skimming, slower Broadsword). I tried to fix the crash-on-launch bug but it's an issue that I cannot test.
Do you mean this crash that seems to be due to the drone_guard having gone missing in v1.3.2? (see attached file)
Any chance we could get access to the v1.3.1 download again? If the downloads had a version number in the name, I wouldn't need to ask. I tend to keep at least the most recent 2 versions of a mod, in case something breaks. Most mod authors add a version suffix to the file names, so I'm not in the habit of manually renaming the files before I save them to my mod folder.
D-PigeonsSpeaking of them - D versions do not loose the D or change skin upon restoring to full condition. Tested it in a new playthrough.
D-PigeonsSpeaking of them - D versions do not loose the D or change skin upon restoring to full condition. Tested it in a new playthrough.
D-PigeonsSpeaking of them - D versions do not loose the D or change skin upon restoring to full condition. Tested it in a new playthrough.
Can't be sure, but this is likely because the "Pigeon (D)" that comes as a skin with this mod is not the same as a "Pigeon (D)" the game creates as a damaged ship after a battle or as a derelict. In the former case, restoring the ship just brings it back to being a D-skin but without the D-mods, while in the latter it restores it to a stock Pigeon.
Nope for sure. I have snatched one (D) as derelict floating in space and they're not loosing D prefix.
\Nope for sure. I have snatched one (D) as derelict floating in space and they're not loosing D prefix.
Huh. Weird weird. :-\ In that case I got nothing.
New update. Some changes to the Wolf Sentinel, specifically reducing its sensor range bonus slightly and decreasing the range of its drone, so that it should no longer be able to help out other ships that it isn't engaging itself. A new fighter, effectively the 0.7 Terminator except as a standalone fighter to be installed in whatever carrier you wish, and with six identical but harmless clones that help it distract things. Also, a new missile weapon, the Pulse Rocket MRM, regenerating, ionising and reliable, but dealing only a little energy damage.
(http://i.imgur.com/IPMSgb4.png)
-snoip-Thanks a ton for the feedback! I'm not the best at balancing larger ships, since I'm more of a frigate/destroyer kind of guy (which is why most of the ships are either frigates or destroyers).
Repair drones repair hull up to... "null" percent. I'll have to play with micro flux shunt to see how (if?) broken it is.Repair Drones is non-functional and really shouldn't appear at all.
Updaaate. The bulk of this update is a new mission that showcases both a new battlestation and every variant ship in the mod, but also some minor tweaks and fixes. Screenshot below:Spoiler(http://i.imgur.com/M5uZ8Z3.png)[close]
-snoop-Thanks a lot for the feedback, I think my judgement of how strong the Pigeon is might be clouded by how I'm almost always fighting the (D) version. Will reduce its flux stats a tad.
Why did you put needlers on scrapper and pigeon? I get it, they're rare or something, but it's extremely irritating to get past pigeons and scrappers in wolf because you're constantly under pressure from fast ship with long range weapon is painful, not to mention pigeon also has swarmers.
Bombadiers do not fire on anything anymore.Oh - right. Artillery Swarmer took up more flux in one burst than the Bombardier had capacity for. Updated the download with a fixed version.
Hmm sadly I have to say that I think Pigeon's are still too common. They're so common that it really still hurts diversity among pirate fleets. There's always a pigeon in a pirate fleet. It's better than it was before but still far from perfect.Me after fighting another pirate fleet with 8-12 pigeon(D)'s: FUCKKNNN PIGEONS GET OUT REEEEEEEE
Argh.
Oh my god I realised why so many Pigeons spawn in pirate fleets despite all of my attempts to reduce their spawn rate. Pirates don't have any ships assigned to the "fast attack" role by default - but this mod adds the Pigeon into there. Instead of falling back to another category, the fleet will always pick a Pigeon (D). I'm updating the download with a fixed version, Pigeon (D)s should be significantly less common than other pirate ships. I promise. Argh.
Oh my god I realised why so many Pigeons spawn in pirate fleets despite all of my attempts to reduce their spawn rate. Pirates don't have any ships assigned to the "fast attack" role by default - but this mod adds the Pigeon into there. Instead of falling back to another category, the fleet will always pick a Pigeon (D). I'm updating the download with a fixed version, Pigeon (D)s should be significantly less common than other pirate ships. I promise. Argh.
Spoiler(http://i.imgur.com/VRQiyoj.jpg) (http://i.imgur.com/yka7sSi.jpg) (http://i.imgur.com/z6fNj0F.jpg)
(http://i.imgur.com/YMsei9H.png)
oh wait this doesn't belong in here[close]
Spoiler(http://i.imgur.com/YMsei9H.png)
oh wait this doesn't belong in here[close]
Are you going to make the pawn act more like the rook in terms at a later date as it currently doesn't match up to its info in the codex in anyway aside from the pocket carrier capabilities.Nope! Rook was depreciated from SS+ for a reason - the logistics mechanics are weird and complicated and doesn't work well. I'll edit the codex entry to explain this, but the Pawn is most likely going to stay as it is, a pocket carrier (I am considering giving it a fighter-based ship system, and as of the next update it'll be even cheaper than it is now)
Pulse Rocket's role is as a sort of flexible punisher missile that you can use whenever a nearby enemy overloads. It's most effective against frigates and lighter destroyers, I find. It has a custom AI that leads its target but it might need some tweaking so it's more consistent at range.
Also, thanks for those variant catches. Thought I weeded those out earlier, but I'll add those to the list of things to fix in 1.4.1 (which contains another fighter wing and a couple of sprite updates)
hey racoon, u should add more fighter wings cuz there arnt enoughGot it, my real, living and not imaginary dude.
Version 1.4.1 (June 14)
- Added Pincer-class heavy fighter
- Added Pike-class escort fighter, and Willow Point-Defense Missile (PDM) launcher
- Added Keeper-class drone carrier, Brattice-class drone interceptor and AI Override system
- Updated sprites for: Merlon, Hammerhead Seeker, Sunder Warden, Torment, Artillery Swarmer, Bombardier, Pulse Sprayer
- Bombardier is no longer a drone
- Pulse Sprayer now named Assault Pulser
- Swallow is now armed with Willow PDMs instead of Swarmers
- Sunder Warden has more armor
- Decreased flux cost of the Artillery Swarmer
- Micro Flux Shunt is weaker on larger ships
- Mantidae Support Bomber now just Mantidae Bomber, pulse rockets are limited, deal more damage, are fired forwards, are better aimed
- Vatinae's Ion Laser does more damage
- Improved hullmod descriptions
- Asgard-class battlestation can now be spawned as an opponent in the simulator
- If the Scrapper's flare system somehow ends up only firing in 180 degrees, it'll now fire forwards instead of backwards
- Fixed some fighter variant names
Version 1.4.2 (Sep 29)
- Weapons and fighter wings will now show up on Dynasector variants
- Added Parapet support drone
- Brattice is now a modular fighter, Keeper can mount any kind of fighter (but should only have Brattices or Parapets 99.9% of the time it's fought in the wild)
- Thunder Rumbler is now Thunder Multirole Fighter, now has the same loadout as the pre-interceptor Thunder (Harpoon, ion cannon, swarmer, no Flux Armor)
- Keeper's sprite size properly fits it (slight vram usage reduction)
- Keeper has an increased spawn rate
- Pulse Rockets have a slower missile speed and have better handling
- Vatinae has Plasma Jets just like the Mantidae
- Small buff to the Tempest Saboteur's armor
- Two of the Torment's front missile mounts are now synergy mounts, mount arcs revised, shield has a larger radius
- Phase Dash now operates on a cooldown instead of a singular charge
- Flux Armor now has a longer cooldown to prevent spam
- Brattice engines now use the fighter version of low-tech
- Fixed a typo in the Brattice's description
- Fixed some ship systems not having categories
Mission "Surrounded" still references the Thunder Rumbler, and thus fails to load.Are you sure? The mission doesn't reference either the Rumbler or Multirole and neither fleet uses either of them by default (player fleet gets Borers, Broadswords and 2x Talons, enemy fleet gets mining pods, Gladius, 3x Talons). Could it be that you had Rumblers on a custom variant?
Could it be that you had Rumblers on a custom variant?Looks like that was it; pressing Reset made the issue go away.
hey racoon, the torment is anoying
-snip-Thank you for the feedback, I'll take another look at the Torment for the next update. It's largely shifted from a player-focused ship (since the AI couldn't make effective use of Flux Armor) to an AI ship (since it isn't as exciting to fly), but I'll see what I can do about making it more fun to fly.
- Added support for Version Checker
- Added Lustrare-class droneship light destroyer
- Added Cackle-class EMP fighter and Fighter EMP Emitter
- Added Pigeon (XIV) skin and Courier Jets system
- Pigeon has: two auxiliary engines that activate on system use, more armor (150 > 200), improved shield efficiency (1 > 0.8)
- Torment has: more armor (400 > 600), central medium mount is a hybrid again, penalties for generator destruction are explained in a hullmod instead of the ship description
- Lasher Duelist sprite update (little shield generator added, not a part of the actual module)
- VPR Flares system now fires 4 weaker flares to improve reliability
- Renamed Firefly fighter to Phosphor
- Phosphor nerf - removed PD laser
- Flickers now jitter while Evasive Maneuver is active
- Some rewritten fighter descriptions
Version 1.4.5 (Nov 5 -22) - Spring Cleaning in November
- Added Tremor-class cruiser
- Added Hailfyre-class frigate with new Advanced Autoloader hullmod
- Removed Eagle Rumbler and Centurion Hailfyre elites, and Pincer heavy fighter
- Renamed Slammer Drive to Energised Charge
- Reaver is more expensive to mount (18>20 single, 25>35 for the twin ones you shouldn't even be able to mount at all)
- Adjusted Mini-Flak Cannon spawn rate
- Adjusted most internal IDs to have an "ae_" prefix for compatibility (internal screaming)
- Possibly some minor stat adjustments that I forgot about
I'm curious how similar the new ships are to the old. How much are they redesigned (obviously the new ship system) is it pretty significant or is it closer to just adding proper skins to them?The Tremor is largely similar in role to the Eagle Rumbler, although it's a little lighter and has more ballistic-focused firepower. Energised Charge is the same as the old Slammer Drive. Otherwise it's the same idea - lots of frontal firepower, able to withstand large amounts of damage while pressing forward, absolutely screwed if something attacks from the rear.
Version 1.4.6 (Dec 16-25) - Scales of War
- Added Peon-class bomber drone (and Mining Charge Launcher weapon)
- Reduced Mini-Flak damage (125 > 100)
- Reaver: new weapons loadout (Pulse Laser + Ion Laser), escorts are now Wasps, is considered an assault fighter (ignores enemy fighters to attack ships)
- Reduced chance of Keepers using non-Derelict fighters
- Merlon is less able to spam small missiles (some composites > ballistics, removed side missile mount), reduced OP (110 > 105)
- Reduced Artillery Swarmer ship variant damage (45 > 40) and flux/shot (50 > 45)
- IR Skittergun reworked - now a full-auto blaster, new sounds and visuals too
- Graviton Lance chargeup time removed and made into chargedown (same fire rate, more responsive)
- Asgard has slightly better shield coverage
- Slight adjustment to Tremor's weapon arcs
- Followers in Nexerelin now use AE ships
- Mid-Tourney balance stuff technically is in this update now
Which means now you need to update the head banner.Hehe, I'll first need to find a screenshot to top it.
"bulletSprite":"graphics/missiles/missile_mirv_warhead.png",
"bulletSprite":"graphics/missiles/missile_MIRV_warhead.png",
11321325 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Yama by 0.001213428, is now 0.032894425
11321325 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Yama by 0.0027908843, is now 0.03498759
11321325 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nachiketa by 0.001213428, is now 0.031700708
11321325 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nachiketa by 0.0027908843, is now 0.033793874
11321325 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.FactionCommissionMissionEvent - Paying commission bounty of 2500 from [Diable Avionics]
11321330 [Thread-4] INFO exerelin.campaign.events.FactionBountyEvent - Paying bounty of 4250 from faction [Diable Avionics]
11321334 [Thread-4] INFO exerelin.campaign.events.FactionBountyEvent - Paying bounty of 4750 from faction [Tri-Tachyon]
11321339 [Thread-4] INFO exerelin.campaign.events.RevengeanceManagerEvent - Required revengeance setting: 2
11321339 [Thread-4] INFO exerelin.campaign.events.RevengeanceManagerEvent - Adding revengeance points: 1.15
11321339 [Thread-4] INFO exerelin.campaign.events.RevengeanceManagerEvent - Required revengeance setting: 2
11321339 [Thread-4] INFO exerelin.campaign.events.RevengeanceManagerEvent - Adding faction revengeance points for hegemony: 5.52
11321339 [Thread-4] INFO exerelin.campaign.StatsTracker - Tracker tracking battle
11321542 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added officer at hotri, 40 total available
11321545 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config fob not found, using default
11321545 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config fob not found, using default
11321545 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config fob not found, using default
11322353 [Thread-8] INFO sound.oo0O - Cleaning up music with id [faction_hegemony_encounter_02_hostile.ogg]
11322650 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
11322650 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
11331216 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.util.IllegalFormatConversionException: e != java.lang.String
java.util.IllegalFormatConversionException: e != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printFloat(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$11.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.ôo0000(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$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.refit.D.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.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.refit.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)
sorry if this is an issue on my end but after updating and running for the first time i get this error
java.lang.RuntimeException: Ship hull variant [scrapper_d_attack] not found!
Ive poked around in the files a bit but i am by no means sure of what to look for but havent found any that seem to be a matter of mis-naming, as that all i know to look for really
Just got a crash from this mod. I was looting the tech cache that you get sent to find by the tri-tac lady in one of the bars and I got "Fatal: Ship hull spec [mantidae_interceptorqwing] not found!"Hiya, I've uploaded a version that should have fixed this issue.
The IX medusa and IX flourish have bugged custom orders, you get the crew and fuel but the ships in question are never actually built and just stay on your production list forever. If there are other IX ships I wouldn't be surprised if they had the same issue.Thanks for the report, got that fixed up for 1.5.1.
Got a similar crash as above, but this time with: mantidae_supportwing. Is this also fixed?I think I fixed that and updated the download without updating the version number. If not, it's already done for 1.5.1.
For some reason the latest hot fix of RC10 has made it so pirates only spawn pigeons and scrappers with either no weapons or only mini flak, strange since I noticed nothing wrong in RC9.Hey - yeah, sorry about that. It's an issue caused by a change to how the game reads certain files. I've got it fixed up for the next version but there are still one or two content-related things I need to do before that's done.
The Sierra combat support ability seems to crash me with a fatal null when I activate it.Do you mean the "request assistance" ability or the ship system? Either way, if you could get me a copy of your starsector.log file (or at least the last bit of it) I'll take a look, as both seem to work on my end.
Your mod is wonderful, but for some reason does this:
(https://imgur.com/a/JBzC4wK)
https://imgur.com/a/JBzC4wK
(https://imgur.com/a/fhmaA40)
https://imgur.com/a/fhmaA40
Hey,
Ive been restarting my game like 20 times to see which mod causes Remnants not spawning in beaconed systems and I am pretty sure its this mod. Could you please take a look into it? Even when I only have Lazy lib and Arsenal expansion it doesnt let em spawn. Only battlestations. Also, all the distress calls I get I never meet any ship in the system, probably also same bug caused by this.
Thanks
This totally breaks the Remnant ship weapon outfitting, they only have miniflak and missiles.
Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.Sure thing, I still have the download link for 1.4.12a. Click > HERE < (https://www.dropbox.com/s/mbi0gbgxaeq44mm/Arsenal%20Expansion%201.4.12a.zip?dl=0) to grab it. MagicLib not required for this version.
-snip for brevity-Thanks for the feedback! Already got plans to make alterations to the mine bays hullmod - going to see if I can make the increase per additional ship more linear and will increase the health of each mine slightly so they get shot down slightly less quickly. I think I'll give it one more test round and then see about introducing it into AI fleets.
I have a question regarding the special system tied to this mods quest, I thought Alex changed hyperspace generation so that systems had a island of normal hyperspace to prevent intense aggravation at trying to enter or leave a system buried in storms. But the first time I found the system it has been covered in a hyperspace storm. Am I just unlucky or does the custom generation of the system need a tweak?I hadn't noticed this issue before 0.9 but it does seem like it's a problem. I'll see about making sure that system isn't surrounded in deep hyperspace for 1.5.2.
Wow, just came across a certain bit of content in this that blew me away. Had to look it up when I came across it, and was surprised when I couldn't find anything -- turns out it's a part of a mod, and not the core game! The sprite art and overall quality of the whole thing had me fooled.
I'm in love with the Daemon as well, those things are great for hunting down fleeing AI. Very satisfying to finally see those pesky frigates not make their getaway with 5 hull remaining.
One thing I have noticed, and I'm not sure if this is just due to my fleet composition... The Tremor and Vanquish were really squishy, especially the former. I had them under AI control, but was having a lot of trouble keeping them alive. The Vanquish fared a bit better than the Tremor, but it still felt a bit fragile for its size. I also second the notion of the mines being a bit too pricey for what they do, looking forward to seeing how the changes there will play out.
Thanks for making this.
I have had a few games where it seems "promise" did not generate, also looked through Hybrasil for a certain ship but unless it can spawn in the outer reaches it wasn't there.Was reworked in 1.5.2. Check the bar every once in a while, you'll dig something up eventually.
hi,I'm fairly certain this is a vanilla bug that's been fixed for 0.9.1.
just wanted to bring to your attention that the Persean League seems bugged.
when i fight them in the middle of empty space, sometimes they get a starbase with them.
is it a bug or do they have "mobile" starbases?
either way its really hard to fight them early game when they have a base on there side.
here is a sc https://i.imgur.com/nazEj6F.jpg
its hard to see but its empty space
hope this helps
ah ok, only ever noticed this happen with this faction.It's a somewhat rare find from Tri-Tachyon, the Persean League and the Ninth Battlegroup. I'll be tweaking its availability for 1.5.3, which should hopefully be released somewhat soon.
guess i just have to wait for 9.1 then xD
Thanks for the fast reply!
Edit: also if i may ask, the new Theseus ship is gotten from Tri-Tachyon faction? have been looking all over the place but cant find it in any stores D:
ah ok, only ever noticed this happen with this faction.
guess i just have to wait for 9.1 then xD
Thanks for the fast reply!
Edit: also if i may ask, the new Theseus ship is gotten from Tri-Tachyon faction? have been looking all over the place but cant find it in any stores D:
(e.g if you donate a market to them in Nexerelin)
1.5.3b released, Ninth Battlegroup stations should now be able to decivilise and I've made changes to the quest so that some bugs and crashes should be resolved on future playthroughs.
This hotfix may be incompatible with previous saves. I would recommend holding off on updating until you're ready for a new campaign.
im very new to this game and i wonder. how will we know that save is not compatible? it would not load? strange ingame bugs?It would crash, I imagine - I removed some procedural generation that happened at the start of a new save and moved it to when the quest starts.
-snip-Flourish bug is being fixed by Alex for 0.9.1. For now, you can avoid using ships with modules yourself and use the "nuke" console command once all enemy ships are dead/retreated to end combat.
You can fight remnants early and midgame if you want. IX only have what equals to a level 3 system. Every fortress has a pristine nanoforge in its heavy industry facility.
The IX Battlegroup, is there any backstory or other such lore as to why they're so antisocial to the rest of the sector?
I'm having the same problem fighting the the ninth battlegroup as tindrli is experiencing.
I was able to get around the issue with the Console Commands Mod (specifically, the "EndCombat", and "EndCombat enemy" commands).
Version 1.5.3e (Apr 2 - Apr 21)
- IXBG partial rework: randomly generated fortresses replaced by a single fortified system, the Eyrie
- Added ae_settings.ini config file to allow disabling the Eyrie and Ninth Battlegroup
- Added Clio-class frigate
- Mini-flak cannon - now has ammo system (2 shots, 1 shot regained per 2 seconds), reduced OP cost to 6, reduced autofit value to reduce spawn frequency
"noEyrie":false, # default: false
"noEyrie":true, # default: false
Fatal: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
Cause: Market in theeyrie system refers to invalid entity: eyrie_scorn
Check starsector.log for more info.
Could you give some more details? The config seems to work fine on my end. Are you using Nexerelin's random mode? What operating system are you on? Are you making sure to start a new game? Could you provide a copy of your starsector.log file after the error has occured (or a snippet of it, including the error message)?
236484 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
java.lang.RuntimeException: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.xD20000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.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(Unknown Source)
Caused by: java.lang.RuntimeException: Market in theeyrie system refers to invalid entity eyrie_scorn
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
... 14 more
The person you need to deliver the core to will be within a debris field somewhere in the same system you got the core.
Should work fine if you go back to the system, as long as you don't somehow lose the core.The person you need to deliver the core to will be within a debris field somewhere in the same system you got the core.
What do I do if I accidentally fudge up the order of that quest?
Current campaign I have found the Promise system and got the Sierra Core there, and then afterwards I talked to some broken AI ship near the core sector and it told me to go explore the Promise system. However, the system's already explored and I already have the core I got from it, so I think the quest is stuck and can't update now?
Should work fine if you go back to the system, as long as you don't somehow lose the core.
How come the Ninth battlegroup isn't displayed in the factions' list?Intel thing is a holdover from when they spawned in random systems, they'll be visible in intel in the next AE update (whenever that is). They don't participate in Nexerelin intentionally - it doesn't make sense for their lore as isolationists (although you can still give them markets I've heard, funnily enough)
Also is it compatible with Nexerelin? It doesn't seem to interact with any of the other factions. Love the ships and extra stuff tho!
Currently commanding my fleet from [redacted]'s ship, using the unboardable boardables mod to take control and fix more [redacted] ships- Your mod makes this Lore Friendly even!
In this version, no, there isn't any benefit to refusing the ship. It's just there in case you don't want it for whatever reason (e.g you're playing a themed faction run)cool ty
They don't participate in Nexerelin intentionally - it doesn't make sense for their lore as isolationists (although you can still give them markets I've heard, funnily enough)
Is the 9th battle-group flourish not supposed to have the double shielding? Because it doesn't.Updated the download with a fix.
Hi, great mod, keep going !You're looking for a glowing station that releases purple pings. It might be in the outer reaches of the system or somewhere else. Just tested to confirm that the core drop isn't bugged or something.
I have a little problem with the "Promise" mission : I can find the IA ship but I cannot find the Sierra core. I did find a research station but the Sierra core was not inside. I've been looking everywhere in the system but I cannot find anything... Is it a known problem?
Thank you!
Where do I find Mantidae fighters ingame? Just random faction depots, or any specific factions?Independents, Persean League, Tri-Tachyon, Sindrian Diktat for all three variants.
public void onNewGame()
{
initAE();
if (IX_OFF)
{
return;
}
initFrontier();
}
Mods that skip generation when Nexerelin is installed do so because they're specifically coded to. Arsenal Expansion isn't, and just runs the IXBG generation code with no regard as to whether Nexerelin is even installed. The only check is for the noEyrie setting. I also decided to forgo an economy or starmap json file and do it manually so that the game would work even if the Eyrie didn't exist.
I'd think that Tahlan has its generation code started from the modplugin in the .jar, and the only way to change it would be to decompile, rejig the code that checks for Nexerelin and then recompile it, I assume.
EDIT: It actually looks like I've forgotten to update the source for newer versions. Here's the relevant code from my dev environment.SpoilerCode: javapublic void onNewGame()
{
initAE();
if (IX_OFF)
{
return;
}
initFrontier();
}[close]
Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.
Is this with or without Nexerelin?Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.
Yes, although all I've done so far was a bounty. Maybe they don't help unless it's a faction enemy?
Is this with or without Nexerelin?Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.
Yes, although all I've done so far was a bounty. Maybe they don't help unless it's a faction enemy?
I'm not sure Omicron can be counted on to join player battles at all in vanilla. Nexerelin does some stuff to try and make it happen (for its own reasons), but I'd like to know if that's failing.
I noticed if I retreat a Flourish from battle the battle will never end and I have to exit the game. Also, possibly related: When the Flourish is in battle I get the `losing CR from extended deployment` messages not just for the Flourish but also for a "null (Undershield-class)" ship.
So I'm thinking maybe this undershield entity stays behind on retreat and that's what's blocking the battle from ending.
Anyone know the console command to reset Omicron's relations?
You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.But thats the thing, I already got the core by beating up the remnants at the station but there's nothing else! Never found any derelict ships or anything else emitting a large beacon ping aside from the station itself. I remember it being like that even before I fought said station.
You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.But thats the thing, I already got the core by beating up the remnants at the station but there's nothing else! Never found any derelict ships or anything else emitting a large beacon ping aside from the station itself. I remember it being like that even before I fought said station.
(https://cdn.discordapp.com/attachments/431918803128156180/766533282661138462/unknown.png)
(https://cdn.discordapp.com/attachments/431918803128156180/766533457886707723/unknown.png)
If theres meant to be a derelict ship of some kind it never spawned for me in the first place then, I double checked the system and even flew far away from the center of the system and there was nothing.
(Well at least another other poor soul that has the same issue as me can find out from my failings)
Been using this mod for a while, thanks a lot! :DGlad you like it! A 0.95a update will be in the works very soon.
Any chance for an update for v 0.95a?
Been using this mod for a while, thanks a lot! :DGlad you like it! A 0.95a update will be in the works very soon.
Any chance for an update for v 0.95a?
Hey, love your mod, I was wondering if you could at least link older versions of the mod at some point? I'd love to play with it in 9.1 again. Think you could update that Nexus page a bit?I'll consider it sometime. In the meanwhile you can click here (https://bitbucket.org/InventorRaccoon/arsenal-expansion/downloads/Arsenal_Expansion_1.5.3i.zip) for a link to version 1.5.3i.
can you recover the [REDACTED] ships in this mod with the [REDACTED] skill ?Yes, they're all set to be recoverable with the Automated Ships skill.
can you recover the [REDACTED] ships in this mod with the [REDACTED] skill ?Yes, they're all set to be recoverable with the Automated Ships skill.
Also, issued another hotfix for a potential crash during the quest.
You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.But thats the thing, I already got the core by beating up the remnants at the station but there's nothing else! Never found any derelict ships or anything else emitting a large beacon ping aside from the station itself. I remember it being like that even before I fought said station.
(https://cdn.discordapp.com/attachments/431918803128156180/766533282661138462/unknown.png)
(https://cdn.discordapp.com/attachments/431918803128156180/766533457886707723/unknown.png)
If theres meant to be a derelict ship of some kind it never spawned for me in the first place then, I double checked the system and even flew far away from the center of the system and there was nothing.
(Well at least another other poor soul that has the same issue as me can find out from my failings)
http://fractalsoftworks.com/forum/index.php?topic=17556.0 (http://fractalsoftworks.com/forum/index.php?topic=17556.0)You need to take the core to Omicron, found in the middle of a bunch of derelict ships in the Promise system. He emits a very long range (possibly system-wide) beacon ping.But thats the thing, I already got the core by beating up the remnants at the station but there's nothing else! Never found any derelict ships or anything else emitting a large beacon ping aside from the station itself. I remember it being like that even before I fought said station.
(https://cdn.discordapp.com/attachments/431918803128156180/766533282661138462/unknown.png)
(https://cdn.discordapp.com/attachments/431918803128156180/766533457886707723/unknown.png)
If theres meant to be a derelict ship of some kind it never spawned for me in the first place then, I double checked the system and even flew far away from the center of the system and there was nothing.
(Well at least another other poor soul that has the same issue as me can find out from my failings)
What mod are those golden looking nanoforges from?
1657495 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.DModManager.getNumDMods(DModManager.java:322)
at com.fs.starfarer.api.impl.campaign.skills.DerelictContingent.isDmoddedAndOfficer(DerelictContingent.java:73)
at com.fs.starfarer.api.impl.campaign.skills.DerelictContingent$Level1.apply(DerelictContingent.java:107)
at com.fs.starfarer.campaign.CharacterStats.applyFleetwideToStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source)
at com.fs.starfarer.coreui.g$3.?00000(Unknown Source)
at com.fs.starfarer.coreui.g$Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.g.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi all, 1.5.4a is up with some quest related bugfixes and such.
Good catch, fixed.Hi all, 1.5.4a is up with some quest related bugfixes and such.
The Banner link works fine. You need to change the Download Link further down from the Banner.
I'm having issues with the sierra core quest. I found the ODS Dark Matters before I got the quest while exploring and talked with it. I then tried interacting with the station, but it would not let me get into the fight to get the core saying that "Exploration at this time seems unwise". After that, I left the system and continued playing. When I did get the quest and returned to the Dark Matters, it wouldn't continue the quest. I couldn't fight the station either, so I'm kinda stuck.I tried figuring out a way to fix the quest with CC and eventually gave up without accomplishing it. You can use additem ae_sierracore to add it to your cargo, though.
Is there a way to Console Command to get the core or to reset the quest? Thanks for any help you guys are able to give me.
Question about the Sierra quest:SpoilerLooking at past posts I've seen reference that you get Sierra officer OR ship but it seems that the reward in my save is either ship with permanent officer or nothing. Is there any way to get just the sierra officer?[close]
My main complaint is that some ships feel definitely stronger than vanilla ones, for example the Sierra-core quest ship.
The Sierra-core quest ship is definitely not stronger than its vanilla equivalent: the Ziggurat. Both are unique quest rewards that are stronger than the typical vanilla ship. Sierra's more fun to watch and use though (I don't care for pure Phase gameplay).
Hi everyone. Keeping this post brief:damn, I like this MOD. The ix battlegroup really impressed me.
- I am not planning on updating Arsenal Expansion to 0.95.1a - the mod is, as of right now, abandoned. This may change. The current version might still work on the new Starsector update but no guarantees. If you'd like to update it yourself, go ahead. Note that content in Arsenal Expansion may be torn out and repurposed for my other mods.
- Arsenal Expansion's quest content has been improved and added to Secrets of the Frontier (https://fractalsoftworks.com/forum/index.php?topic=15820.0). Click there to visit its page where you can download if you like. SoTF also features other content that can be disabled if you just want the quest stuff.
So, I was having the same issue and eventually learned how to compile Java to fix it - my first foray in modding!
You just need to comment out the line: Misc.setUnremovable(sierra, true);
from: "C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Arsenal Expansion 1.5.4a\jars\src\data\scripts\campaign\rulecmd\AEAddVow.java"
Then re-create the .jar file.
I can now remove Sierra and store the ship again.
I'm getting a crash because of removed content. Any chance for a fix or solution so I can keep my save, last version had a crash with lasers and I cant continue. Thanks!Sorry, the Anti-Ship Mine Bays hullmod was removed in a save-breaking update that released in March 2020. The only solution is not updating beyond that really old version of AE.
I haven't seen the 9th Battlegroup lose a single invasion against any vanilla faction. They own like 1/3rd of the map now. Whatever the ship composition is for their invasion fleets is OP.
I haven't seen the 9th Battlegroup lose a single invasion against any vanilla faction. They own like 1/3rd of the map now. Whatever the ship composition is for their invasion fleets is OP.
Lol. Got the same problem as you there. Thought it was nexerelin at first and posted there. I think i'll disable there ability to spawn no matter what.
And there winning spree is extended to modded factions with a 4 out of 5 win rate.
How are the weapons and ships in this mod compared to vanilla? Is it balanced pretty reasonably?The [Redacted] are scary and the flourish is annoying to fight against. Other than that everything is either equal or a little below normal power level.
Hello i seem to have a problem i found the ship it told me to rescue sierra i destroyed the research station but nothing happes i salvaged the debris field aswell its just stuck on rescue sierra from research station ?Inventor Raccoon no longer supports this mod and has moved many assets as well as updated the Sierra quest to https://fractalsoftworks.com/forum/index.php?topic=15820.0
So this mod is linked in the "Content Expansions" section of the mod index, and it was quite unexpected to me that it added a new faction to the game. As others have pointed out, this is a big downside as the 9th Battlegroup seems overpowered compared to all of the other factions I'm playing with. I think it would be really helpful if one of these things was done:AE is no longer being updated but I highly recommend Secrets of the Frontier. See above for link.
1. Separate the 9th Battlegroup out into its own mod.
-OR-
1. Have the mod moved from the "Content Expansions" section of the mod index to the "Faction Mods" section so it's very clear that the mod adds a new faction.
2. Add info about the 9th Battlegroup to the OP; currently there's no info about it other than in the changelog.
I love the mod outside of the 9th Battlegroup, thanks for the work!
yeah it's a great mod but i misss my ninth battlegroup