Fractal Softworks Forum

Starsector => Mods => Topic started by: AxleMC131 on May 12, 2017, 04:59:46 PM

Title: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 12, 2017, 04:59:46 PM
Disassemble Reassemble
          Version 1.6.9 - For Starsector 0.9.1a         



(https://i.imgur.com/ITffYEe.png)     (http://i.imgur.com/4PO1MQy.png)(http://i.imgur.com/768l1BG.png)(http://i.imgur.com/aPfLJxo.png)     (https://imgur.com/Rs8gjNZ.png)

Download here:
https://bitbucket.org/AxleMC131/starsector_modding/downloads/DisassembleReassemble_v1.6.9.zip (https://bitbucket.org/AxleMC131/starsector_modding/downloads/DisassembleReassemble_v1.6.9.zip)

Requires LazyLib:
http://fractalsoftworks.com/forum/index.php?topic=5444.0 (http://fractalsoftworks.com/forum/index.php?topic=5444.0)

Supports Version Checker:
http://fractalsoftworks.com/forum/index.php?topic=8181.0 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Supports Vesperon Combine (NEW and needs testing!):
http://fractalsoftworks.com/forum/index.php?topic=14915.0 (http://fractalsoftworks.com/forum/index.php?topic=14915.0)

Adds to Nexerelin's custom start fleet options:
http://fractalsoftworks.com/forum/index.php?topic=9175.0 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)



Features

- Over 30 custom ships and several variant skins with full campaign integration -
- A collection of modular weapons, fighters and hullmods equipping them in various loadouts*, as well as several unique built-ins -
- A small collection of custom missions for testing purposes and combat scenarios -
- A very limited amount of experimental campaign exploration content** -

* Supports Dynasector's ship variant randomization!
** Scripted campaign content will require a new save to spawn, and will not be enabled when playing a Nexerelin Randomized Core Worlds game

Through originally unintentional means, Disassemble Reassemble's ship and weapon content has several key themes:
- Pirate and Luddic Path craft -
- Missile weaponry and the ships to field it -
- Exploration, salvage and surveying vessels -
- Carriers and fightercraft -
 If you want to expand the stock ship/weapon repertoire, and those sound to your taste, then this might be the mod for you!  :D

Starsector Race Mode
Two experimental single missions that put you in the pilot's seat of a pure-bred, highly-strung speed machine as you attempt to score the best time in battles against the clock!

Spoiler

(https://i.imgur.com/QFC9Nco.png)

The 34th annual Persean League Grand Prix. The most prestigious and thrilling starship rally race in the Sector. Your pit team have been toiling away for hours on end making sure your ship is running smooth, hot and fast; your flight crew are in the simulators, brushing up on their maneuvres and course planning; your public representative is giving you a huge thumbs up in front of the waving, screaming crowds of fans displayed on the holoscreen.

Ready to race? Start your engines!


[close]



Ships & Fightercraft (UPDATED ACROSS THE BOARD)
Lovingly kitbashed by yours truly!
(Plus assistance from others where mentioned)

Spoiler

Honeybee Support Drone

(https://i.imgur.com/Lz2zefa.png)
(https://i.imgur.com/Lz2zefa.png)    (https://i.imgur.com/Lz2zefa.png)
(https://i.imgur.com/Lz2zefa.png)             (https://i.imgur.com/Lz2zefa.png)

Defend yourself, or a buddy!


Firebird Torpedo Bomber

(https://i.imgur.com/3LKM6A1.png)   (https://i.imgur.com/3LKM6A1.png)

Pirate-built and Pirate proud


Overclocked Thunder Heavy Interceptor

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

Faster, better, harder, stronger... Actually it's only one of those things.


Overclocked Dagger Rocket Bomber

(https://i.imgur.com/KD4dq26.png)  (https://i.imgur.com/KD4dq26.png)  (https://i.imgur.com/KD4dq26.png)

A barrel of throwing knives


Overclocked Longbow Kinetic Bomber

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

Should've just called it the Shortbow and been done with it


Overclocked Gladius Fighter

(https://i.imgur.com/lkii1B4.png)    (https://i.imgur.com/lkii1B4.png)

A weaponized bundle of sticks wrapped in iron


Rogue Interceptor

(https://i.imgur.com/r0OGCbZ.png)  (https://i.imgur.com/r0OGCbZ.png)  (https://i.imgur.com/r0OGCbZ.png)

An oldie but a goodie


Cayman Heavy Fighter

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

Broadsword Plus


Enigma Strike Fighter

(https://imgur.com/Rs8gjNZ.png)  (https://imgur.com/Rs8gjNZ.png)  (https://imgur.com/Rs8gjNZ.png)

A frigate's worst nightmare...


Warhammer Superheavy Fighter

(https://i.imgur.com/7yUq5c6.png)

A really big hammer to swing


Kamikaze Talon Drone

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

40% novelty, 60% pain.


Spoiler

Warhammer (LP) Righteous Warrier
(Mission-only content)

(https://i.imgur.com/0t63ghr.png)

Ludd's Inquisitor
[close]


Spoiler

Argent Support Drone

(http://i.imgur.com/sqhu9QE.png)   (http://i.imgur.com/sqhu9QE.png)

Needle in a Remnant haystack...


Ember Kinetic Bomber

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

Ice cold killer
[close]


Dram (A)-class Tanker (UPDATED!)

(https://i.imgur.com/zqV27yl.png)

Somewhat more defensible


Mirage-class Skiff

(https://i.imgur.com/NDrKam1.png)

A mere thorn in your side... Or is it?


Red Arrow class Private Yacht (UPDATED!) and C-Type General Purpose Shuttle

       (https://i.imgur.com/djvWPhs.png)  (https://i.imgur.com/jqU4ocN.png)

       (https://i.imgur.com/FDQ4G56.png)  (https://i.imgur.com/jqU4ocN.png)          (https://i.imgur.com/uWGV8nc.png)  (https://i.imgur.com/jIl630i.png)

A proper sports car of a spaceship
Thanks to Vayra for the original concept sprite!


Black Arrow class Stealth Corvette

(https://i.imgur.com/wguTf1B.png)

"The Tri-Tachyon Corporation thanks you for your lack of observance."


Wren-class Light Frigate

(https://i.imgur.com/fn3Qus1.png)     (https://i.imgur.com/L59Gclt.png)     (https://i.imgur.com/4O4aZ9Z.png)

A nimble "economy" frigate for hard times
Thanks to MesoTronik for spriting help, and to HELMUT for the sweet Pirate skin!


Torrent-class Troop Transport

(https://i.imgur.com/vuXDCA7.png)     (https://i.imgur.com/4gHTgJl.png)

Compact, cosy and armed to the teeth


Prophecy-class Escort Frigate

(http://i.imgur.com/EPNN5cJ.png)

Who said high-tech doesn't need help?


Prophecy MkII-class Frigate

(http://i.imgur.com/4PO1MQy.png)

When a pirate captain gets rich...


Acanthina-class Modular Frigate

(https://imgur.com/1mQ8VY7.png)   (https://imgur.com/xXQf3L7.png)   (https://imgur.com/m0fknTY.png)   (https://imgur.com/byZdeFD.png)   (https://imgur.com/wirTaNM.png)

Available in a variety of delicious flavours
Thanks to Nia for the awesome sprite cleanups!


Quoin-class Heavy Frigate

(https://i.imgur.com/7HtjNSz.png)

High-tech Hercules


Nightblade-class Troop Transport and Nighthunter Drone

(https://imgur.com/qFQCmri.png)
(https://imgur.com/qFQCmri.png)   (https://imgur.com/ycgVqEl.png)   (https://imgur.com/qFQCmri.png)

Tactical insertion


Junker-class Gunboat

(https://i.imgur.com/fF99iQr.png)

Gunship on a budget


Brawler Mk.II-class Fighter Tender

(https://i.imgur.com/mjNu3T6.png)

Something to put your Overclocked fighters on


Gladiator-class Heavy Frigate

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

Knock 'em down


Gladiator-F-class Freighter

(http://i.imgur.com/F8LXdZg.png)

Pick 'em up


Spectacle-class Exploration Frigate

(http://i.imgur.com/8aAQFVg.png)

Sweeping the outer rim!


Katrina-class Utility Ship

(https://i.imgur.com/Rd5ylsy.png)

All-in-one salvage vehicle


Insurgent-class Phase Frigate

(https://i.imgur.com/9bsUXgr.png)

A withering hail of fire


Spoiler

Incendere-class Droneship

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

Armament: [REDACTED]

[close]


Vagrant-class Armoured Destroyer

(https://i.imgur.com/Mq1afCk.png)

Brick from the front, paper from the back


Manta-class Fast Destroyer

(http://i.imgur.com/768l1BG.png)     (http://i.imgur.com/XrnakfX.png)

The Hammerhead and Sunder's speedy third wheel


Manta (P) class Fast Destroyer

(https://i.imgur.com/Ji1j6Da.png)

"Hit the NOS!"


Seraphim-class Missile Destroyer

(https://i.imgur.com/3Nw3uap.png)

Smite them where they stand!


Sturmovik-class Missile Destroyer

(https://i.imgur.com/fcM3O5H.png)

Pound and crush


Sturmovik (S)-class Salvage & Recovery Barge

(https://i.imgur.com/B7jTA4Z.png)

The collector's centrepiece!
Hidden somewhere in the Core Worlds!


Sturmovik MkII-class Destroyer

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

Is there no end to pirate ingenuity!?


Gemini (Civ) class Freighter

(https://i.imgur.com/C3SstrI.png)

Demilitarized and delightfully cheap


Triton-class Mixed Transport

(https://i.imgur.com/FhpWMh2.png)

The complete logistics ship


Constellation-class Combat Carrier

(https://imgur.com/wtmfYqZ.png)

You can run, but you can't hide...


Mousetrap-class Escort Carrier

(https://i.imgur.com/mA7VKpZ.png)

Snap!


Lysander-class Destroyer Leader (UPDATED!)

(https://imgur.com/aMfR1hX.png)

Take command and ride the storm


Gypsy Moth class Light Destroyer

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

Keep up, or die.


Harrier-class Cruiser

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

The anvil of Altair Exotech


Barricade-class Combat Freighter

(https://imgur.com/ZX1WT4B.png)     (https://imgur.com/WB3TU3X.png)

Beyond the frontier


Retribution-class Cruiser

(https://imgur.com/e1oMtqE.png)     (https://i.imgur.com/fV6XFKm.png)

Bring on the pain!
Thanks to Chloe for the original sprite, and Nia for the awesome cleanup!


Outlander-class Cruiser (UPDATED!)

(https://imgur.com/rZm1s2f.png)

100,000 Lightyears on the odometer, and still going strong


Starlifter-class Mining Platform

(http://i.imgur.com/l14kQXm.png) (http://i.imgur.com/l14kQXm.png) (http://i.imgur.com/l14kQXm.png)(https://i.imgur.com/P7QtqQv.png)(http://i.imgur.com/l14kQXm.png) (http://i.imgur.com/l14kQXm.png) (http://i.imgur.com/l14kQXm.png)

The mightiest of salvage vessels


Vendetta-class Battleship

(https://i.imgur.com/kvYwoc0.png)        (https://i.imgur.com/mKx7TjC.png)

The bigger they are, the harder they fall...
Thanks to Nia for the gorgeous Fourteenth Battlegroup skin!

[close]



Weapons (WIP!)

Spoiler

Lacerator Beam

(https://i.imgur.com/jXtRnNK.gif)


Judgement Spire Launcher

(https://i.imgur.com/XvdClXG.gif)


Swift SRM Launcher, Swift SRM Pod and Swift Burst Launcher

(https://i.imgur.com/sw5dKxJ.gif)


Force Mortar

(https://i.imgur.com/sX078A0.gif)


Machete Multirole Laser

(https://i.imgur.com/aQaQqiV.gif)


Anaximander MRM Launcher

(https://i.imgur.com/ULQJpDr.gif)


More showcases coming soon...

[close]



Credits
All the wonderful people who have helped me make this mod what it is!

MesoTroniK for his amazing help with scripting, spriting, sounds, balance and concept design.
Knight Chase, Avanitia, Mehgamer (Dizzy) and InventorRaccoon for suggestions, testing and moral support.
Nicke535 for teaching me some of the finer points of scripting hullmods.
HELMUT, Vayra, Nia and Chloe (Yui-chan) for helping me out with sweet, sweet sprites.

The Starsector Unofficial Discord for being a treasure trove of advice and opinions!

... And anyone else who has submitted feedback, suggestions or commendations!



Changelog

Version 1.6.9

- Adjusted ship base purchase prices across the board to match 0.9.1 standards

- Adjusted several ship burn speeds to (among other things) match 0.9.1 standards:
   - Red Arrow from 10 to 9
   - Junker from 10 to 9
   - Gladiator & Gladiator-F from 9 to 10
   - Vagrant from 9 to 8
   - Gemini (Civ) from 8 to 9 (Enjoy it while it lasts)

- Replaced Red Arrow (A)'s built-in "Militarized Hegemony Auxiliary" hullmod with "Militarized Subsystems"
- Replaced Dram (A)'s built-in "Militarized Hegemony Auxiliary" hullmod with "Militarized Subsystems" and "Heavy Armor"

- Updated Outlander sprite
- Updated Lysander sprite
- Added UNBOARDABLE tag to Domain-Era Sensor Buoy


Older changelogs:

Spoiler

Version 1.6.8

PSA: The Sturmovik (S), as it turns out, does not spawn normally in the campaign. (Whoops.) So I've thrown in some derelict ones for you to find.

- Added two hidden Sturmovik (S) somewhere in the Core Worlds (one obvious, one not so obvious)
- Added an experimental custom Domain-Era campaign entity next to Asharu in the Corvus system

- Altered characteristics of Nightblade-class Troop Transport:
   - Increased minimum crew required from 5 to 10
   - Reduced maximum crew capacity from 70 to 60
   - Removed Point Defense Lasers from Nighthunter drones
   - Added shields to Nighthunter drones

- Altered characteristics of Warhammer Superheavy Fighter:
   - Increased armour rating from 200 to 220
   - Increased turn acceleration from 200 to 240
   - Reduced refit time from 25 to 20 seconds

- Altered characteristics of Rogue Heavy Interceptor:
   - Reduced wing size from 4 to 3
   - Reduced fitting cost from 10 to 9 Ordnance Points
   - Replaced Assault Chaingun with a downscaled fighter-specific version

- Altered characteristics of Waypoint Time Trial mission:
   - Changed marker tagging system to use a beam on-hit effect script rather than fudging with damage types. Changes
      owner of tagged markers to friendly rather than destroying them. Should look and feel far smoother.
   - Changed damage types of Red and Blue Marker Tagger weapons both to Energy

- Added a second green marker to Hailstorm Alley mission (should stop the AI ships freaking out when they get close to the end)
- Overclocked Dagger no longer has a Nexerelin mining strength
- Updated sprites for Acanthina (all versions) and Retribution (Huge thanks to Nia!)
- Increased shield radius of Mirage
- Reduced rarity modifier of all Disassemble Reassemble blueprint packages from 1 to 0.5 (more rare)
- Added "GUIDED_POOR" tag to Swift Burst Launcher

- Fixed the Starlight Cabal (Underworld) using the Junker and Vagrant in their fleets
- Fixed Torrent spawns in Simulator still pointing to the old Trebuchet ID


Version 1.6.7

- Added ship "Nightblade-class Troop Transport"
- Added fighter "Nighthunter-class Drone"

- Added a random bonus damage effect to Swift missiles:
   - Deals 0 to 50 additional High Explosive damage on hits against hull and armour
   - Visual explosion effect changes with bonus damage for better feedback

- Reduced Swift Burst submunition count from 6 to 5

- Fixed Torrent not having any breakProb values in ship_data.csv
- Fixed Torrent custom start option still pointing to the old Trebuchet ID


Version 1.6.6

*** THIS UPDATE WILL BREAK SAVES!!! ***

- Removed ship "Bull-class Carrier"

- Added ship "Barricade-class Combat Freighter" (For all intents and purposes, one side of the new Bull)
- Added ship "Barricade (P) class Carrier" (The other side of the new Bull)
- Changed name of Trebuchet to "Torrent"

- Altered characteristics of Constellation-class Combat Carrier:
   - Updated sprite
   - Added two additional small weapon mounts
   - Removed one fighter bay
   - Reduced fleet points from 12 to 11
   - Increased flux capacity from 3500 to 4200
   - Increased flux dissipation from 250 to 300
   - Increased turn rate/acceleration from 25/15 to 30/50
   - Reduced minimum and maximum crew from 90/150 to 60/100

- Altered characteristics of Outlander-class Cruiser:
   - Reduced shield arc from 240 to 180 degrees
   - Increased hull integrity from 8000 to 9000
   - Increased armour rating from 900 to 950

- Repurposed Fighter Bays is no longer a Logistics hullmod (does not require dock to equip/remove)
- Widened turret arcs of Acanthina (all versions)

- Reconfigured several ship variant presets

Hotfix 1:
- Fixed Warhammer (LP) blueprint being acquirable in the campaign


Version 1.6.5

- Added Vesperon blueprint whitelist:
   - As yet untested. If you're using Vesperon, please let me know if you find DaRa blueprints!

- Altered characteristics of Quandary Lance:
   - Increased range from 450 to 550 units
   - Increased damage per second from 600 to 900 (calculated burst damage increased from 260 to 390)
   - Reduced burst delay from 0.5 to 0.25 seconds

- Enigma Strike Fighter now carries a deco weapon capacitor which is ejected when it runs out of Quandary Lance charges

- Fixed the Black Arrow acquiring carrier D-mods by making it its own hull


Version 1.6.4

- Altered characteristics of Kamikaze Talon Drone:
   - AI now must make a "pass" on a target before arming the kamikaze stage
   - Kamikaze stage now uses a guided missile projectile rather than a mine
   - Increased kamikaze stage damage from 500 to 750
   - Added a Swarmer SRM Launcher (fighter) to fighter stage
   - Reduced acceleration from 300 to 250
   - Reduced deceleration from 300 to 200
   - Increased top speed from 225 to 300

- Altered characteristics of Overclocked Dagger Torpedo Bomber:
   - Changed variant name to "Rocket Bomber"
   - Replaced Hammer Torpedo with a single Annihilator Rocket rack (same as on the Khopesh)
   - Increased top speed from 190 to 200
   - Reduced fleet points from 4 to 3
   - Reduced fitting cost from 12 to 10 Ordnance Points
   - Reduced base purchase cost from 7500 to 5500

- Reduced Triton burn speed from 9 to 8


Version 1.6.3

- Added ship "Vendetta (XIV) class Battleship" (Huge thanks to Nia for putting the sprite together!)


Version 1.6.2

- Added a few Nexerelin custom starting fleets featuring Disassemble Reassemble ships to the Hegemony, Tri-Tachyon, Pirate and Free Start options*

- Removed preset D-mods (other than Ill-Advised Modifications) from all Luddic Path skins
- Increased Dram (A) Ordnance Points from 24 to 32


Version 1.6.1

This update SHOULD NOT break saves, but you might experience some odd side-effects if you have a Vagrant or Junker in your fleet.

- Added ship "Acanthina-M (H) class Modular Frigate"
- Added ship "Gemini (Civ) class Freighter"
- Added ship "Manta (P) class Fast Destroyer"
- Added fighter "Ember Kinetic Bomber"

- Altered characteristics of Rogue Heavy Interceptor:
   - Increased arc of Assault Chaingun mount from 0 to 30 degrees
   - Changed engine and hull styles from MIDLINE to LOW_TECH
   - Increased engagement range from 6000 to 8000 units
   - Increased base purchase cost from 5000 to 6000 credits
   - Increased fitting cost from 9 to 10 Ordnance Points
   - Reduced rarity modifier from 1 to 0.66 (more rare)

- Altered characteristics of Vagrant-class Armored Destroyer:
   - Completely new sprite and layout (preserving original mount types and quantity)
   - Changed tech readout from "Pirate" to "Jury-Rigged"
   - Removed from pirate blueprint package
   - Added to base blueprint package
   - Changed ship system from Burn Drive to Flare Launcher
   - Reduced hull integrity from 4000 to 3000
   - Reduced Ordnance Points from 80 to 65
   - Reduced fleet points from 10 to 8
   - Increased top speed from 70 to 80
   - Reduced base purchase cost from 22,000 to 18,000 credits
   - Reduced supply usage (maintenance and recovery) from 9 to 8 supplies
   - Removed Flare Launcher system from armour module

- Altered characteristics of Junker-class Gunboat:
   - Completely new sprite and layout (preserving original mount types and quantity)
   - Changed ship system from Burn Drive to Flare Launcher
   - Increased hull integrity from 1000 to 2250
   - Increased armour rating from 50 to 400
   - Reduced flux dissipation from 160 to 125
   - Reduced Ordnance Points from 48 to 45
   - Reduced top speed from 100 to 90
   - Reduced handling stats by a small amount
   - Removed shield entirely
   - Reduced minimum crew from 25 to 20
   - Increased crew capacity from 25 to 30
   - Increased base purchase cost from 6,000 to 7,500 credits
   - Reduced CR cost per deployment from 25 to 10
   - Increased supply usage (maintenance and recovery) from 3 to 4 supplies

- Reduced Leveret rocket's engine glow somewhat
- Increased Trebuchet supply usage (maintenance and recovery) from 4 to 5 supplies
- Added a very slight random element to the launch angle of High-Burn Fuel Canisters projectiles
- Altered active glow effect of High-Burn Fuel Canisters
- Changed tech readout of Repurposed Fighter Bays hullmod from "Scavenger" to "Jury-Rigged"
- Reduced rarity modifier of all Overclocked fighters from 0.33 to 0.25 (more rare)
- Reduced Overclocked Thunder Heavy Interceptor fitting cost from 3 to 2 Ordnance Points
- Added custom firing sounds for Machete Multirole Laser

- Fixed several instances of invalid characters in Codex descriptions
- POSSIBLY fixed crash related to the Swift Burst MIRV


Version 1.6.0

*** THIS UPDATE WILL BREAK SAV- Oh wait there are no saves to break. How convenient! ***

- Made compatible with Starsector Version 0.9a
- Cleaned out a large amount of disabled/unused content from the mod files

- Removed Sparrow-class Corvette
- Removed Taurus-class Gunship
- Removed Kamikaze Talon Launcher

- Added three custom blueprints containing various Disassemble Reassemble ships, fighters and weapons
- Added two custom secondary ship options to the New Game Creation dialogue
- Added ship "Trebuchet-class Troop Transport" (For all intents and purposes, the new Taurus)
- Added ship "Trebuchet (P) class Troop Transport"
- Added ship "Black Arrow class Corvette"
- Added fighter "Kamikaze Talon Drone"
- Added weapon "Stitch Gun"
- Added weapon "Leveret Rocket Launcher"
- Added hullmod "Ground Support Kit" (built-in only)

- Changed several internal ship IDs:
   - Sturmovik from "dara_chakram" to "dara_sturmovik"
   - Sturmovik Mk.II from "dara_chakram_mkii" to "dara_sturmovik_mkii"
   - Sturmovik (S) from "dara_chakram_s" to "dara_sturmovik_s"
   - Insurgent from "dara_insurgent2" to "dara_insurgent"

- Altered characteristics of Red Arrow class Private Yacht (also applies to its various skins):
   - Reduced crew capacity from 75 to 60
   - Increased cargo capacity from 50 to 60

- Altered characteristics of Vendetta-class Battleship:
   - Updated sprite
   - Removed built-in Missile Platform Drone fighter wing and bay (pending testing)
   - Reduced outermost broadside small turret mount arcs from 120 to 90 degrees
   - Changed outermost broadside small turret mount types from BALLISTIC to COMPOSITE
   - Increased fleet points from 28 to 30

- Altered characteristics of Mousetrap-class Escort Carrier:
   - Added a decorative gun cover, disguising its primary armament
   - Increased supply usage (maintenance and recovery) from 10 to 11 supplies
   - Increased armour rating from 400 to 500

- Altered characteristics of Quandary Lance:
   - Increased ammo from 1 to 3
   - Reduced burst duration from 0.9 to 0.4 seconds
   - Reduced burst delay from 10 to 0.5 seconds

- Reduced Overclocked Thunder Heavy Interceptor fitting cost from 5 to 3 Ordnance Points
- Reduced Wren burn speed from 11 to 10
- Stormrider Drive no longer makes ship immune to nebula
- Changed Prophecy Mk.II system from Plasma Jets to Plasma Burn
- Replaced Prophecy's built-in Advanced Turret Gyros with Integrated Point Defense AI
- Updated sprites for Swift SRM and Swift Burst missiles
- Adjusted Autofit tags for various Swift missile weapons
- Reduced Lysander supply usage (maintenance and recovery) from 12 to 10 supplies

- Reconfigured several ship variant presets


Version 1.5.1

- Added ship "Gypsy Moth-class Light Destroyer"
- Added system "Temporal Relocator" (Used by the new Gypsy Moth)
- Added mission "Hailstorm Alley"
- Added SEVEN more skins for the Red Arrow Rally Racer, contributed by HELMUT and Nia

- Altered characteristics of Waypoint Time Trial mission:
   - Added a pop-up text floaty displaying your time at the end of the mission
   - Added a status item that displays the number of remaining markers

- Altered characteristics of High-Burn Fuel Canisters:
   - Now disables strafing and active venting while active
   - Increased speed bonus from +125 to +150
   - Reduced acceleration bonus from +375% to +200%
   - Increased active duration from 3.5 to 4.5 seconds
   - Can be deactivated early by activating the system/pressing [F] again
   - Added a gradual glow overlay on the visible canisters during activation

- Fixed Red Arrow (LP) having a massively inflated purchase price


Version 1.5.0

- Added ship "Red Arrow-class Rally Racer", currently available in SIX custom paint jobs (but not in the campaign)
- Added mission "Waypoint Time Trial"


Version 1.4.1 - Hotfix 1

- High-Burn Fuel Canisters can now be given increased charges by installing Expanded Magazines
- Fixed Red Arrow not retaining empty canister bays when its system is out of charges
- Fixed Repurposed Fighter Bays displaying the wrong compatibility message on ships that don't normally have fighter bays


Version 1.4.1

- Added ship "Red Arrow-class Private Yacht"
- Added ship "Red Arrow (A)-class Military Transport"
- Added ship "Red Arrow (LP)-class Corvette"
- Added fighter "Overclocked Gladius Fighter"
- Added fighter "C-Type General Purpose Shuttle" (Built into the new Red Arrow)
- Added system "High-Burn Fuel Canisters" (Used by the new Red Arrow)

- Reduced Overclocked Longbow Kinetic Bomber base replacement time from 10 to 8 seconds
- Reduced Stormrider Drive/Safety Overrides malfunction threshold from 80% to 50% flux
- Shifted Overclocked fighter engine/hull styles one tech level down
- Reconfigured several ship variant presets


Version 1.4.0

*** THIS UPDATE WILL BREAK SAVES!!! ***

- Removed fighter "Piranha (LP)"
- Removed fighter "Thunder (LP)"
- Removed hullmod "Overclocked Nanoforges"

- Added ship "Brawler Mk.II-class Fighter Tender" (Forgive me for I hath sinned)
- Added "Overclocked" versions of a couple of fighters with modified designs, loadouts and stats:
   - Thunder
   - Dagger
   - Longbow

- Altered characteristics of Repurposed Fighter Bays hullmod:
   - Now costs OP to fit: 3/6/9/15 depending on ship size
   - Now reduces monthly supply consumption by 2 supplies/month per fighter bay

- Adjusted Dynasector spawn weights of Rogue Heavy Interceptor
- Reconfigured several ship variant presets


Version 1.3.2

- Added some custom tips to the title screen

- Altered characteristics of Vendetta-class Battleship:
   - Changed forward medium missile mounts to narrow side-facing turrets
   - Added a built-in Missile Drone wing (same craft as the Sturmovik Mk.II's ship system)
   - Reduced Ordnance Points from 330 to 280

- Altered characteristics of Sunburst Scattercannon:
   - Reduced shots per burst from 4 to 3
   - Increased range from 800 to 1000
   - Increased damage per shot from 160 to 250
   - Increased flux per burst from 800 to 900
   - Increased spread from 5 to 7 degrees


Version 1.3.1

- Changed behaviour of Stormrider Drive when paired with Safety Overrides
- Removed Operations Center from Starlifter

- Altered characteristics of Mirage-class Skiff:
   - Changed turret mount type from SYNERGY to ENERGY
   - Added a built-in Annihilator Rocket Launcher

- Altered characteristics of Triton-class Mixed Transport:
   - Updated sprite
   - Raised armour rating from 350 to 500
   - Raised supply usage (maintenance and recovery) from 6 to 7 supplies


Version 1.3.0

- Added Version Checker support

- Removed the mod-pointer line in each ship codex description
- Updated several codex descriptions with American spelling to match the stock game
- Further adjusted some codex descriptions
- Raised Anaximander MRM projectile health from 100 to 125

- Altered characteristics of Vendetta-class Battleship:
   - Updated sprite (no it's not finished)
   - Rearranged weapon mounts
   - Implemented into campaign
   - Changed system from Fast Missile Racks to Missile Autoforge


Version 1.2.0

- Added ship "Outlander-class Cruiser"
- Added fighter "Warhammer (LP) Righteous Warrior" (Not available in the campaign)
- Added hullmod "Repurposed Fighter Bays"
- Added mission "Evangelism"
- Added mission "Trainwreck"

- Removed "PD_ONLY" tag from Mining Beam Node (Sorry about that...)
- Changed Stormrider Drive system AI type from MANOEUVRING_JETS to BURN_DRIVE
- Created specific Credits lists in the sound and jar folders, noting which files were contributed by MesoTronik
- Fixed Incendere spawn rate
- Lowered Firebird armour rating from 100 to 50
- Reduced max turn rate of Swift Burst missile from 70 to 30

- Altered characteristics of Lysander-class Destroyer Leader
   - Updated sprite
   - Raised armour rating from 250 to 400
   - Buffed manoeuvrability stats


Version 1.1.1

- Changed Burst Flare Launcher to give a more random spread of flares
- Slightly narrowed divergeance of Harrier's forward flare launchers
- Added "PD_ONLY" and "ANTI_FTR" tags to Mining Beam Node
- Removed trial versions of Outlander and Leveret from the testing mission, pending removal/redesign

- Altered characteristics of Triton-class Mixed Transport:
   - Lowered cargo capacity from 200 to 180
   - Lowered fuel capacity from 450 to 300
   - Lowered armour rating from 450 to 350
   - Raised top speed from 50 to 60

- Reconfigured several ship variant presets


Version 1.1.0

- Added ship "Lysander-class Destroyer Leader"
- Added weapon "Manticore Cannon"
- Added weapon "Squall Missile Bay" (Built-in only, used by the new Lysander)
- Added system "Stormrider Drive" (Used by the new Lysander)
- Added hullmod "Overclocked Nanoforges"

- Changed firing sound for Sunburst Scattercannon
- Raised tier of Piranha (LP) fighter from 0 to 1 to prevent it spawning in Open Markets
- Changed Rogue fighter refit role from "Interceptor/Strike Fighter" to just "Interceptor", and fighter variant name from "Strike Interceptor" to "Heavy Interceptor"
- Changed Argent fighter refit role from "Support Fighter" to "Support Drone"
- Added red/green navigation lights to several ships:
   * Starlifter
   * Triton
   * Spectacle
   * Katrina

- Altered characteristics of Warhammer Superheavy Fighter:
   - Replaced Heavy Machine Gun with a Light Dual Machine Gun
   - Changed name of fighter-specific flak gun from Flak Cannon to Light Flak Cannon for better transparency
   - Lowered flux capacity from 400 to 200
   - Lowered flux dissipation 120 to 50

- Reconfigured several ship variant presets


Version 1.0.0 (Grabbing the Bull by the Horns)

*** THIS UPDATE WILL BREAK SAVES!!! ***

*** THE FOLLOWING SHIPS HAVE BEEN OVERHAULED. IF YOU ARE USING "SAVE TRANSFER" TO CARRY SAVEGAME DATA OVER AND HAVE ANY OF THESE SHIPS IN YOUR FLEET, IT IS HIGHLY RECOMMENDED YOU STRIP THEM IN REFIT PRIOR TO INSTALLING THIS UPDATE. ***

   *   Bull-class Carrier
   *   Katrina-class Mining Ship
   *   Vagrant-class Battleboat


- Changed version format to match the standardized game/mod notation

- Removed ship "Lepisma-class Heavy Frigate"
- Removed ship "Limulidae-class Frigate"
- Removed ship "Riven-class Gun Platform"

- Added ship "Quoin-class Heavy Frigate"
- Added ship "Incendere-class Droneship"
- Added ship "Sturmovik Mk.II-class Destroyer"
- Added ship "Triton-class Mixed Transport"
- Added ship "Mousetrap-class Escort Carrier"
- Added fighter "Warhammer Superheavy Fighter"
- Added weapon "Sunburst Scattercannon"
- Added weapon "Mining Beam Node" (built-in only)
- Added system "Missile Drones" (Point Defence Drones modified to carry light missile weaponry)
- Added system "Coordinated Optics" (Beam damage boost for the ship and its fighters)

- Added ship spawning tables for Persean League

- DaRa ships now appear in "Own faction" and "Free start" faction selections, as well as "Followers" fleets, with Nexerelin's starting options
- Changed Anaximander MRM Launcher main damage type from Fragmentation to High Explosive
- Altered Pather fighters (Thunder/Piranha) and corresponding custom SO hullmod to properly display top speed in refit screen
- Changed Firebird fighter refit role from "Torpedo Bomber" to "Frigate Hunter"
- Changed Enigma fighter refit role from "Strike Fighter" to "Frigate Hunter"
- Enigma fighter now features a custom short-range teleporter system for evasion and flanking manoeuvres
- Reduced impact of flamed-out Swift missiles (previously was able to push ships around like mad if hit by EMP PD)
- Replaced Spectacle's built-in High-Resolution Sensors hullmod with a custom Reconnaissance Package hullmod (doesn't give the penalties of the modular version)
- Changed Wren sprite and corresponding skin sprites (Thanks to MesoTronik and HELMUT for their contributions)
- Altered some of the Retributions' turret arcs and changed the small Missile hardpoints to Composite mounts
- Altered some of the Seraphim's turret arcs
- Gave Rogue fighter a scaled-down Burst Flare Launcher
- Gave Sturmovik (S) a pair of Mining Beam Node weapons
- Increased spawn frequency of Sturmovik (S)
- Pulse Modulator system now reduces energy weapon damage by 25% instead of 50%
- Fixed Gladiator-F flare launcher being able to be disabled in combat

- Overhauled Bull-class Carrier:
   - Brand new sprite with a far more piratey rustbucket design
   - Rearranged weapon mounts (generally same sort of "mismatched turrets" deal as the old hull)
   - Buffed armour rating as well as greatly improved cargo/crew capacity for better raiding potential
   - Added Shielded Cargo Holds hullmod
   - Removed "COMBAT" tag and added "FREIGHTER" tag in its place
   - Lowered ordnance points from 110 to 100
   - Adjusted fleet spawning weights

- Overhauled Katrina-class Mining Ship:
   - Brand new sprite at a far more sensible scale for a frigate
   - Changed designation from "Mining Ship" to "Utility Ship" (still acts as a mining ship with Nexerelin mining)
   - Removed built-in Mining Blaster and Borer Drone wing
   - Added built-in Civilian-grade Hull and Automated Repair Unit hullmods
   - Rearranged weapon mounts, including a pair of built-in Mining Beam Nodes
   - Nerfed hull integrity and flux stats
   - Lowered ordnance points from 24 to 22
   - Raised top speed from 110 to 125, as well as minor buffs to handling
   - Lowered mass from 300 to 200
   - Lowered cargo capacity but raised fuel capacity somewhat
   - Lowered purchase base price from 12,000 to 8,000 credits
   - Lowered supply usage (maintenance and recovery) from 4 to 3 supplies
   - Removed "FREIGHTER" tag and added "CIVILIAN" tag

- Overhauled Vagrant-class Battleboat:
   - Brand new sprite and layout
   - Changed designation from "Battleboat" to "Armoured Destroyer"
   - Changed Gun Pod module into a front-mounted Armour module
   - Removed fighter bay
   - Drastically reduced armour rating
   - Buffed flux stats, but lowered shield efficiency
   - Raised top speed and buffed general handling
   - Raised ordnance points from 45 to 80
   - Adjusted fleet spawning weights

- Altered characteristics of Starlifter-class Mining Platform:
   - Added a large number of Mining Beam Node weapons
   - Removed some existing weapon mounts
   - Increased spawn frequency (now should also spawn in Independent fleets)
   - Added built-in Operations Center hullmod
   - Changed system from Reserve Deployment to Coordinated Optics

- Altered characteristics of Cayman Heavy Fighter:
   - Changed system from Manoeuvring Jets to Decoy Flares
   - Raised top speed from 175 to 200
   - Lowered armour rating from 100 to 50
   - Changed shield type from Front to Omni
   - Raised crew per fighter from 2 to 3
   - Raised wing ordnance point cost from 18 to 20

- Altered characteristics of Kamikaze Talon Launcher:
   - Reduced variant usage weights, ie. made it far less common (Only applies with Dynasector)
   - Raised burst size from 1 to 4 (now launches all four shots at once)
   - Added burst delay of 0.5 seconds
   - Raised chargedown from 5 to 8.5 seconds
   - Added a very slow ammo recharge (4 shots per minute at 15 second intervals)
   - Changed DO_NOT_CONSERVE tag to CONSERVE_1

- Altered characteristics of Reconnaissance Package hullmod:
   - Changed cargo capacity penalty from -10 (flat) to -50%
   - Now unlocks with Level 2 of Coordinated Manoeuvres skill
   - Shifted engine colour change to a pale green hue

- Reconfigured several ship variant presets


Version 0.10 (Post-Tournament Rebalance & Content)

- Added ship "Mirage-class Skiff"
- Added ship "Insurgent-class Phase Frigate"
- Added fighter "Enigma Strike Fighter"
- Added fighter "Firebird Torpedo Bomber"
- Added weapon "Swift Burst Launcher"
- Added weapon "Anaximander MRM Launcher"
- Added system "Pulse Modulator" (Used by the new Insurgent)
- Added hullmod "Reconnaissance Package" (Heavily debated content - requesting extreme testing!)

- Raised Retribution top speed from 50 to 65
- Raised Vendetta top speed from 30 to 45
- Replaced Degraded Engines d-mod on Retribution (LP) skin with Faulty Power Grid
- Added custom sound effects for Swift missile launchers (courtesy of MesoTronik)
- Added custom sound effects for Starbreaker Particle Beam (courtesy of MesoTronik)

- Altered characteristics of Harrier-class Cruiser:
   - Replaced stock Flux Shunt with a new custom "Blockade Shield" hullmod
   - Raised shield arc from 270 to 300
   - Raised shield upkeep from 0.4 to 0.5

- Reconfigured several ship variant presets


Version 0.9 (The Wonders of Compiled Code)

*** NOW REQUIRES LAZYLIB!!! ***

*** THIS UPDATE WILL BREAK SAVES!!! ***


- Removed ship "Vigilance MkII Ultralight Carrier"
- Removed weapon "Automortar"

- Added ship "Vagrant-class Battleboat"
- Added ship "Riven-class Gun Platform" (Testing purposes only - WIP, no campaign integration - May be removed without notice)
- Added fighter "Cayman Heavy Fighter"
- Added fighter "Honeybee Support Drone"
- Added weapon "Kamikaze Talon Launcher"
- Added weapon "Machete Multirole Laser"

- Scripts (".java" files) now compiled into a single ".jar" file, with help from MesoTronik
- Judgement Spire Launcher weapon now uses a custom missile AI written by MesoTronik
- Slightly reduced spawn rate of Swift SRM Launcher on pirate ships (Only applies with Dynasector)
- Reduced engine flame count for several ships to help performance (Retribution, Constellation)

- Altered characteristics of Starlifter Mining Platform:
   - Integrated to campaign (should show up rarely in Scavenger fleets)
   - Added codex description
   - Updated sprite
   - Altered weapon arrangements
   - Raised ordnance points from 120 to 135
   - Changed system from Flare Launcher to Reserve Deployment

- Altered characteristics of Argent Support Fighter:
   - Replaced stock Light Needler with a custom version (smaller burst, longer cooldown) for balance reasons
   - Lowered flux capacity from 300 to 160
   - Lowered flux dissipation from 50 to 40

- Reconfigured several ship variant presets


Version 0.8 (Sprite Cleanups & General Balancing, plus initial Dynasector support!)

- Added Dynasector support for most weapons and fighter wings

- Added ship "Vendetta-class Battleship" (WIP, no campaign integration)
- Added ship "Vigilance MkII-class Ultralight Carrier"
- Added fighter "Thunder (LP) Assault Fighter"
- Added skin "Retribution (LP)" ... Hey, how'd the bloody Pathers get their hands on a Thermal Pulse Cannon!?
- Added weapon "Force Mortar"

- Updated sprites for several ships:
   - Starlifter-class Mining Platform (Still WIP)
   - Acanthina-P-class Modular Frigate
   - Harrier-class Cruiser
   - Junker-class Gunboat

- Raised Retribution top speed from 40 to 50
- Removed "CIVILIAN" tag from Katrina, which should encourage it to get stuck into combat a bit more readily
- Replaced built-in Mining Laser on Wren (P) with built-in Lacerator Beam
- Slightly altered fleet roles and spawn rates of Acanthina-P
- Altered spawning weight/locations of Sturmovik (S) (should spawn in Salvager fleets if it didn't before, in the light carrier role)
- Added "CIVILIAN" tag to Acanthina-F, to discourage it from behaving like a combat ship

- Altered characteristics of Starlifter-class Mining Platform:
   - Updated sprite (Still WIP)
   - Filled the previously empty slot with a built-in super mining laser
   - Lowered OP from 140 to 120
   - Lowered flux capacity from 10,000 to 7,000
   - Lowered flux dissipation from 450 to 350
   - Lowered number of fighter bays from 4 to 3 (one of which remains a built-in Borer Drone wing)
   - Now has built-in "Salvage Gantry" and "Surveying Equipment" hullmods

- Altered characteristics of Rogue Strike Fighter:
   - Lowered top speed from 350 to 300
   - Lowered flux capacity from 300 to 180
   - Lowered flux dissipation from 100 to 75
   - Lowered turn rate from 100 to 90 and turn acceleration from 250 to 200

- Altered characteristics of Junker-class Gunboat:
   - Updated sprite
   - Altered position of missile hardpoint and changed size from Small to Medium
   - Raised OP from 45 to 48

- Reconfigured several ship variant presets


Version 0.7 (Content expansion 4 - Angel's Judgement)

PLEASE NOTE: Several ships are being held out of action pending removal or overhaul. While their files are still in place within
   the mod, they will not appear in-game anywhere. These removals may or may not be permanent. If you would like to give feedback
   on any ships that have been disabled - or if there are other ships you feel require non-graphical attention - please leave
   a comment in the forum thread for this mod.

*** THIS UPDATE WILL BREAK SAVES!!! ***

- Removed ship "Seraphim-C-class Light Carrier"

- Added ship "Sturmovik-class Missile Destroyer"
- Added ship "Sturmovik (S)-class S&R Destroyer"
- Added ship "Constellation-class Light Carrier"
- Added ship "Acanthina-P class Modular Frigate" (Piratized gunship variant)
- Added ship "Starlifter-class Mining Platform" (WIP, no campaign integration)
- Added ship "Retribution-class Cruiser"
- Added skin "Dram (A) Tanker" (Militarized Hegemony Auxiliary skin for the stock Dram)
- Added weapon "Swift SRM Pod"
- Added system "Burst Flare Launcher"

- Changed Sparrow ship system from Flare Launcher to Burst Flare Launcher

- Altered characteristics of Seraphim-class Missile Destroyer:
   - Replaced large missile hardpoint with a built-in heavy kinetic missile launcher
   - Changed medium turret mount type from Energy to Synergy
   - Lowered OP from 70 to 50
   - Lowered top speed from 80 to 70
   - Lowered flux capacity from 5,200 to 3,750
   - Lowered flux dissipation from 360 to 200
   - Raised purchase base cost from 28,000 to 32,000 credits
   - Raised deployment CR cost from 15% to 20%
   - Raised monthly supply and repair costs from 10 to 11 supplies
   - Raised maximum crew from 50 to 55
   - Raised minimum crew from 30 to 40

- Altered characteristics of Harrier-class Cruiser:
   - Changed ship system from Flare Launcher to Burst Flare Launcher
   - Altered positions of flare launcher locations
   - Raised purchase base cost from 42,000 to 48,000 credits
   - Raised peak performance time from 480 to 540 seconds

- Altered characteristics of Swift SRM Launcher:
   - Changed sprite
   - Lowered tech level from 1 to 0
   - Lowered ammo from 12 to 10
   - Lowered burst size from 4 to 2
   - Lowered burst delay from 0.333 to 0.25 seconds
   - Lowered chargedown from 5 to 3.75 seconds
   - Raised damage from 200 to 250

- Reconfigured several ship variant presets


Version 0.6 (Content expansion #3 - Ships, ships everywhere!)

PLEASE NOTE: Several ships are being held out of action pending removal or overhaul. While their files are still in place within
   the mod, they will not appear in-game anywhere. These removals may or may not be permanent. If you would like to give feedback
   on any ships that have been disabled - or if there are other ships you feel require non-graphical attention - please leave
   a comment in the forum thread for this mod.

*** THIS UPDATE WILL BREAK SAVES!!! ***

- Removed ship "Insurgent-class Phase Freighter"
- Removed ship "Drake-class Missile Frigate"
- Removed fighter "Breaker Torpedo Bomber"
- Removed fighter "Scimitar Heavy Fighter"

- Added ship "Lepisma-class Heavy Frigate"
- Added ship "Acanthina-class Modular Frigate" (in "M"/missile, "R"/drone tender and "F"/freighter hull versions)
- Added ship "Limulidea-class Frigate"
- Added ship "Sparrow-class Corvette"
- Added ship "Bull-class Carrier" (Thanks to Drae for the original sprite!)
- Added fighter "Piranha (LP) Assault Bomber"
- Added fighter "Argent Support Fighter" (Appears on a custom Scintilla variant)
- Added skin "Manta (LP)"
- Added weapon "Lacerator Beam"
- Added weapon "Swift SRM Launcher"
- Added weapon "Automortar"

- Altered characteristics of Harrier-class Cruiser:
        - Updated sprite
        - Changed weapon mount positions and types

- Altered characteristics of Gladiator Heavy Frigate:
   - Raised OP from 40 to 50
   - Changed small hardpoint mount type from MISSILE to COMPOSITE

- Altered characteristics of Seraph-class Missile Destroyer:
   - Changed class name to "Seraphim"
   - Updated sprite (WIP)

- Altered characteristics of Seraph (C)-class Light Carrier:
   - Changed class name to "Seraphim-C"
   - Updated sprite (WIP)
   - Raised top speed from 65 to 70

- Changed class name of "Gladiator (F)" to "Gladiator-F"
- Changed class name of premade pirate Wren "Wren (D)" to "Wren (P)

- Added ship spawning tables for factions:
   - Luddic Church
   - Luddic Path
   - Sindrian Diktat
   - Lion's Guard (Sindrian Diktat military arm)
   - Remnants

- Reconfigured several ship variant presets


Version 0.5 (Quickfix #2 - Cleaning Up)

- Added ship "Junker-class Gunboat"
- Added ship "Spectacle-class Exploration Frigate"
- Added ship "Insurgent-class Phase Freighter" (no campaign integration yet)
- Added fighter "Breaker Torpedo Bomber"

- Altered characteristics of Scimitar Heavy Fighter:
   - Replaced dual Burst PD Lasers with a single modified Heavy Burst Laser (won't target missiles)
   - Added two regular PD Lasers in side/rear turrets
   - Raised hull integrity from 300 to 500
   - Raised flux capacity from 500 to 750
   - Raised flux dissipation from 120 to 150
   - Lowered max speed from 250 to 220
   - Raised shield arc from 120 to 360

- Updated sprite for Manta-class Fast Destroyer
- Updated sprite for Katrina-class Mining Ship

- Lowered purchase base cost of Gladiator (F) from 10,000 to 8,000 credits
- Raised armour rating of Gladiator and Gladiator (F) from 350 to 450
- Lowered peak operating time of Taurus from 300 to 240 seconds

- Approximately doubled spawn chance of Prophecy MkII in pirate fleets


Version 0.4 (Content expansion #2)

- Added ship "Seraph (C)-class Light Carrier"
- Added ship "Harrier-class Cruiser"
- Added ship "Prophecy MkII-class Frigate"
- Added fighter "Scimitar Heavy Fighter"


Version 0.3 (Quickfix #1 - Miscellaneous Autobalancing)

- Added ship "Seraph-class Missile Destroyer"

- Lowered Taurus flux capacity from 2,200 to 2,000
- Lowered Drake shield arc from 180 to 120 degrees
- Raised Wren burn speed from 10 to 11
- Lowered Gladiator (F) peak operating time from 240 to 180 seconds
- Raised Prophecy purchase base cost from 14,000 to 15,000 credits

- Altered various stats for Katrina:
   - Raised fuel capacity from 50 to 120
   - Raised flux capacity from 2,500 to 2,800
   - Raised armour rating from 150 to 300
   - Added AI hints "CIVILIAN" and "TANKER"
- Altered various stats for Manta:
   - Lowered purchase base cost from 24,000 to 21,000 credits
   - Lowered mass from 350 to 300
   - Lowered hull integrity from 4,000 to 3,800


Version 0.2 (Content expansion #1)

- Added skin "Wren (D)" (pirates)
- Added ship "Gladiator-class Heavy Frigate"
- Added ship "Gladiator (F)-class Freighter"

- Reconfigured fleet spawning weights of some ships


Version 0.1 (Testing release)

- Added some lovingly kitbashed ships to the campaign:
   - Taurus-class Gunship (and "D" skin)
   - Wren-class Light Frigate (and "XIV" skin)
   - Katrina-class Mining Ship
   - Drake-class Missile Frigate
   - Manta-class Fast Destroyer
   - Prophecy-class Escort Frigate

[close]

Title: Re: [0.8a] Disassemble Reassemble v0.1 - Another lovingly kitbashed ship pack!
Post by: cjuicy on May 12, 2017, 09:54:14 PM
Looks amazing. I'm trying these out tomorrow.
Title: Re: [0.8a] Disassemble Reassemble v0.1 - Another lovingly kitbashed ship pack!
Post by: Sy on May 13, 2017, 10:02:57 AM
looking good!

does Katrina have built-in industry hullmods?
Title: Re: [0.8a] Disassemble Reassemble v0.1 - Another lovingly kitbashed ship pack!
Post by: Wriath on May 13, 2017, 11:27:15 AM
The tac laser on the wren looks really sleek/well moulded to the hull and the custom mining blaster on the katrina class is a cool departure from the regular one without looking out of place.
Title: Re: [0.8a] Disassemble Reassemble v0.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 13, 2017, 04:34:37 PM
looking good!

does Katrina have built-in industry hullmods?

Thanks!  :D The Katrina's built for mining and salvage, so comes with a built-in Salvage Gantry hullmod and a wing of Borer Drones. Role-wise, it's basically a heavier, slower Shepherd minus the civilian hull and Surveying Equipment. Also doesn't have quite as much cargo space, though IIRC it has slightly more fuel capacity.


The tac laser on the wren looks really sleek/well moulded to the hull and the custom mining blaster on the katrina class is a cool departure from the regular one without looking out of place.

Glad you like it! I tried several times to paste a regular Mining Blaster onto the Katrina, but it just looked wrong no matter how I did it. The one you see there is actually a combination of the Mining Pod Drone sprite (with the warning stripes) with an IR Pulse Laser pasted underneath.
Title: Re: [0.8a] Disassemble Reassemble v0.1 - Another lovingly kitbashed ship pack!
Post by: dk1332 on May 13, 2017, 09:06:58 PM
Love the Manta since it can carry Fighter wings, though the lack of Missile weaponry kinda makes it less versatile.

As for the Katrina, does it give the same salvage bonus as the salvage rigs? I'm in a dilemma on picking this ship or stay with the salvage rig.
Title: Re: [0.8a] Disassemble Reassemble v0.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 14, 2017, 12:11:18 AM
Love the Manta since it can carry Fighter wings, though the lack of Missile weaponry kinda makes it less versatile.

That's intentional. A lot of its versatility comes from the fighters you choose to take.

As for the Katrina, does it give the same salvage bonus as the salvage rigs? I'm in a dilemma on picking this ship or stay with the salvage rig.

It's technically a frigate, so no. It gives the same bonus as a Shepherd would.
Title: Re: [0.8a] Disassemble Reassemble v0.2 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 14, 2017, 02:44:49 AM
Update: Version 0.2

Enjoy (technically) two new ships, a low-tech heavy frigate and a freighter derived from the same class, the Gladiator and Gladiator (F).

Spoiler

(http://i.imgur.com/aPfLJxo.png)   (http://i.imgur.com/F8LXdZg.png)
[close]


We also have a third form of the Wren, in pretty pirate paint for you to fight!

Spoiler

(http://i.imgur.com/XEV9sBT.png)
[close]


Check the OP for more details.
Title: Re: [0.8a] Disassemble Reassemble v0.1 - Another lovingly kitbashed ship pack!
Post by: dk1332 on May 14, 2017, 02:51:26 AM
That's intentional. A lot of its versatility comes from the fighters you choose to take.

Well I guess there's that.

Quote
It's technically a frigate, so no. It gives the same bonus as a Shepherd would.

Oh...I thought its a destroyer. Welp, I guess I can keep one or two for now until Nexerelin gets updated (with the mining and everything).
Title: Re: [0.8a] Disassemble Reassemble v0.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 14, 2017, 02:54:49 AM
Quote
It's technically a frigate, so no. It gives the same bonus as a Shepherd would.

Oh...I thought its a destroyer. Welp, I guess I can keep one or two for now until Nexerelin gets updated (with the mining and everything).

Hehe, yeah I was actually thinking about Nexerelin mining in the back of my mind when I put it together. Should be a great ship for it, no doubt!
Title: Re: [0.8a] Disassemble Reassemble v0.2 - Another lovingly kitbashed ship pack!
Post by: Hussar on May 15, 2017, 06:53:49 AM
I did give it a try today, and I really like your work so far! Especially the gladiators do fit in really well (:

Edit: Also Manta turned out to be a great surprise. I really like 'her'!
Title: Re: [0.8a] Disassemble Reassemble v0.2 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 15, 2017, 04:24:35 PM
I did give it a try today, and I really like your work so far! Especially the gladiators do fit in really well (:

Edit: Also Manta turned out to be a great surprise. I really like 'her'!

Thanks!  ;D Yeah, the Manta might not look like much but she's hugely fun to fly. :P
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 16, 2017, 02:37:44 AM
Update: Version 0.3 - Miscellaneous Autobalancing

A heavy balance pass over some miscellaneous ship stats (Katrina got more fuel space, Manta got cheaper, Wren got faster, etc.).

Also say hello to a new high-tech ship, the Seraph-class Missile Destroyer:

Spoiler

(http://i.imgur.com/WYs8mXm.png)

[close]

Check the OP for more details.
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: Hussar on May 16, 2017, 03:43:48 AM
Thanks!  ;D Yeah, the Manta might not look like much but she's hugely fun to fly. :P

With a wing of multirole craft with good kinetic missiles - devastating :P

Update: Version 0.3 - Miscellaneous Autobalancing

A heavy balance pass over some miscellaneous ship stats (Katrina got more fuel space, Manta got cheaper, Wren got faster, etc.).

Also say hello to a new high-tech ship, the Seraph-class Missile Destroyer:

Spoiler

(http://i.imgur.com/WYs8mXm.png)

[close]

Check the OP for more details.

Ooh, yes for more high-tech stuff :)

Is it save compatible btw?
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 16, 2017, 05:03:54 AM
Thanks!  ;D Yeah, the Manta might not look like much but she's hugely fun to fly. :P

With a wing of multirole craft with good kinetic missiles - devastating :P

Damn straight. :P

Is it save compatible btw?

Yep. The only changes are ship stats, and the addition of the Seraph (which should start spawning in new fleets) - nothing's been removed that would break a savegame.
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: NightfallGemini on May 16, 2017, 08:51:24 PM
These all feel really nice to fly and fight, especially the Manta; it kinda fills an early game niche in the Sunder/Hammerhead tier.
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on May 21, 2017, 05:59:41 PM
The Manta's two front energy hardpoints aren't that useful. If they were made some sort of hybrid mount they would have a lot more utility.
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 21, 2017, 06:53:54 PM
The Manta's two front energy hardpoints aren't that useful. If they were made some sort of hybrid mount they would have a lot more utility.

Maybe, but it's designed to get most of its strength from its fighters - it's almost a pseudo-carrier. I have considered making them Composite mounts before (ballistic or missile), but it doesn't match the design so well. It's still fairly customizable, on a par with most similar stock ships, and I don't think it needs any more.

Still, don't forget we have things like Ion Cannons and Antimatter Blasters if you haven't tried those on it. And if you still don't find them useful, you can omit putting weapons there entirely and save the OP for more a more expensive fighter wing.
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: dk1332 on May 21, 2017, 11:27:13 PM
The Manta's two front energy hardpoints aren't that useful. If they were made some sort of hybrid mount they would have a lot more utility.

Slap 2 Ion cannons, IR Pulse lasers, or antimatter blasters, set them to alternate firing mode, give the 2 front and mid turrets with light or dual auto cannons, and give it piranhas/kopesh. Try that on Destroyers and Cruisers and tell us again how is it not useful.
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 22, 2017, 12:42:44 AM
Slap 2 Ion cannons, IR Pulse lasers, or antimatter blasters, set them to alternate firing mode, give the 2 front and mid turrets with light or dual auto cannons, and give it piranhas/kopesh. Try that on Destroyers and Cruisers and tell us again how is it not useful.

Exactly. ;) There's a similar stock loadout for it with Ion Cannons, triple Dual ACs and Warthogs.
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on May 22, 2017, 10:35:33 PM
Tac lasers seem to be the best weapon, high utility and low OP cost.
Title: Re: [0.8a] Disassemble Reassemble v0.3 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 22, 2017, 10:54:01 PM
Tac lasers seem to be the best weapon, high utility and low OP cost.

Aye, can't go wrong with Tac Lasers.
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 23, 2017, 02:53:03 AM
Update: Version 0.4

Enjoy a couple of new ships, including the Discord-teased Seraph (C) light carrier, Prophecy MkII elite pirate frigate and Harrier "area denial" cruiser!

Check the OP for more details.
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: dk1332 on May 23, 2017, 12:32:47 PM
That new midline cruiser and that light carrier *drools*
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: Hussar on May 23, 2017, 01:07:52 PM
Yay for high-tech carrier. (:
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on May 25, 2017, 12:02:15 AM
The Scimitar fighters are quite underpowered and not worth their OP cost. They have the same hull and only 30 more armor than the spark while having the same weapons. A spark wing has 3 more craft and has omni-shields, making them much better in a dogfight.

They should get a few buffs to make them competitive.

-More Hull and Armor, something like 450 hull and 65 armor

-Full 360 shield. This makes Flak weapons far less effective and makes them better distractions for bombers.

-Widen firing arcs. This should make them more effective dogfighters.

-Better weapons. A Heavy Burst Laser or a battery of PD lasers would makeup for their small wing size and allow them to threaten shielded frigates.
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 25, 2017, 03:13:37 AM
The Scimitar fighters are quite underpowered and not worth their OP cost. They have the same hull and only 30 more armor than the spark while having the same weapons. A spark wing has 3 more craft and has omni-shields, making them much better in a dogfight.

They should get a few buffs to make them competitive.

Spoiler
-More Hull and Armor, something like 450 hull and 65 armor

-Full 360 shield. This makes Flak weapons far less effective and makes them better distractions for bombers.

-Widen firing arcs. This should make them more effective dogfighters.

-Better weapons. A Heavy Burst Laser or a battery of PD lasers would makeup for their small wing size and allow them to threaten shielded frigates.
[close]

Awesome, thanks Death_Silence. I'd actually been struggling to come up with better weapon loadouts for the Scimitar to make them unique, useful but balanced, and these suggestions are really helpful.

Following that, forgive me for using your comment as a sounding board of sorts while I brainstorm a more refined concept:

Spoiler

Better hull wouldn't be bad, but I don't want to increase their armour. They're supposed to be high-tech, so I don't mind them being fragile. Conversely, a better shield like a 360 degree front shield would be a great boon and fit rather well.

Wider firing arcs will depend on what weapons they end up equipped with. However, a wider frontal arc of fire would almost certainly be a good balancing factor against their (relatively) low agility.

As for weapons, the Heavy Burst Laser had already occured to me, as had a pair of IR Pulse Lasers. However, a combination of PD weaponry may be more effective. A single HBL in a narrow forward turret (say, 30-45 degrees) would suffice as a primary, if backed up by secondary weapons or PD/anti fighter weaponry. Swarmers are on the table, although not desireable.

On later thought however, it could be worth creating a fighter-specific version of the Squall missile, which would place the Scimitar in a similar realm to that of the Broadsword: Not just distracting PD from bombers, but helping those bombers along by tearing up the target's shields a little first. That would require a little more work, and may be difficult to balance.

For now the HBL primary would satisfy me. I just need to decide on a good secondary.

[close]
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on May 26, 2017, 05:44:01 PM
HBL with 2 LRPDs in support would make it a nice interceptor.
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 26, 2017, 05:51:54 PM
HBL with 2 LRPDs in support would make it a nice interceptor.

Perhaps, although I'd prefer it to be a proper heavy fighter for combatting warships.

The current iteration has a custom HBL that doesn't target missiles (since with the regular HBL it didn't like using it against ships and fighters) and a pair of regular PD lasers (facing backwards and sideways), as well as 360 shields and the decoy flare launcher.
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: cjuicy on May 26, 2017, 06:12:27 PM
I like the mini squall idea, kinda like the old Neriads from Shadowyards. Makes them a credible threat to larger ships, but not so powerful without support.
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 26, 2017, 06:32:51 PM
I like the mini squall idea, kinda like the old Neriads from Shadowyards. Makes them a credible threat to larger ships, but not so powerful without support.

Aye, and it would fit with the rest of the "Heavy Fighter" doctrine by giving the Scimitar a punch against shields prior to a bomber strike run.

If I were to make a "mini squall" it wouldn't be fighter specific though - it'd be available as a small missile mount for warships too.
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on June 04, 2017, 04:20:53 PM
Any plans to update this to 8.1?
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 04, 2017, 04:23:20 PM
Any plans to update this to 8.1?

Does it not work for you in the new version?  ??? Works fine for me with no changes.
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: Hussar on June 04, 2017, 06:25:16 PM
You could update the Manta's sprite and slap 8.1a on it ;)
Title: Re: [0.8a] Disassemble Reassemble v0.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 04, 2017, 06:51:54 PM
You could update the Manta's sprite and slap 8.1a on it ;)

I mean, that is the plan.  :P
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 04, 2017, 07:12:16 PM
Update: Version 0.5 - Clean Up

A reconfig of the Scimitar's armament, as well as gorgeous upgrades to the sprites of the Manta and Katrina!

As always, a handful of new ships have popped in to join the fun, including the Junker pirate-built "glass cannon" gunboat, the Spectacle exploratory frigate and the Insurgent phase combat freighter.

Check the OP for more details.
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on June 04, 2017, 08:04:38 PM
I found a pretty effective variant for the Manta.

Spoiler
(http://i.imgur.com/wgKNQcs.png)
[close]

The Needler lets it pressure shields at range, and the Tactical Lasers keep the enemy from dropping them between bursts. The Longbows overload the pressured shields and then the Manta moves in with the Light Assault gun.

This version is better for the AI

Spoiler
(http://i.imgur.com/5sBmcFz.png)
[close]
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 04, 2017, 08:19:06 PM
Neat.  :)
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: Hussar on June 05, 2017, 03:02:07 AM
That junker frig... it's a literal junk :D
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: Hussar on June 07, 2017, 06:59:24 AM
I think you should update the /data/config/exerelin/mining_ships.csv for next update. This:
Code
id,strength
,
,
,
,
,
dara_katrina,10
dara_mole_ftr,0.5

Bugs out the mining mechanics like big time. Histidine found that you should delete the empty space, so it would look like this:

Code
id,strengthdara_katrina,10dara_mole_ftr,0.5

That way it doesn't mess up with the mining mechanics.
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: Schwartz on June 07, 2017, 07:50:05 AM
Those are some nice-looking kitbashes.
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: cjuicy on June 07, 2017, 07:59:12 AM
I found a pretty effective variant for the Manta.

Spoiler
(http://i.imgur.com/wgKNQcs.png)
[close]

The Needler lets it pressure shields at range, and the Tactical Lasers keep the enemy from dropping them between bursts. The Longbows overload the pressured shields and then the Manta moves in with the Light Assault gun.

This version is better for the AI

Spoiler
(http://i.imgur.com/5sBmcFz.png)
[close]
I usually put Khopeshes and have them hang around the Manta. That and the alternating ion cannons in the front.
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 07, 2017, 03:29:03 PM
I think you should update the /data/config/exerelin/mining_ships.csv for next update...

Bugs out the mining mechanics like big time. Histidine found that you should delete the empty space...

That way it doesn't mess up with the mining mechanics.

Aye, as I have been informed. I tested some stuff out with using the Katrina for mining with Nexerelin along with Inventor Raccoon and Randomletters, on the Discord chat.

It'll be fixed in the next update.
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: Deshara on June 10, 2017, 04:25:21 PM
I'm playing this right now and I love the wren, and I can't help but think that if the Wren's built-in tac laser was a quietly custom, 0-flux generating tac laser it would make it a beautifully synergistic ship. It would give you reason not to load the wren out with 5 tacs, since you'd lose the benefit of the built-in 1,000 range laser maintaining the speed boost, thus giving you reason not to exclusively get the Wren when you want 5 tac lasers and also gives you something to really build around because no other weapon other than the tacs (which as I've mentioned equipping loses the benefit of the custom tac) can reach its built-in's range
edit: oh and you could reduce the ship's base dissipation rate accordingly to make it a 0-sum change
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 10, 2017, 11:28:40 PM
I'm playing this right now and I love the wren, and I can't help but think that if the Wren's built-in tac laser was a quietly custom, 0-flux generating tac laser it would make it a beautifully synergistic ship. It would give you reason not to load the wren out with 5 tacs, since you'd lose the benefit of the built-in 1,000 range laser maintaining the speed boost, thus giving you reason not to exclusively get the Wren when you want 5 tac lasers and also gives you something to really build around because no other weapon other than the tacs (which as I've mentioned equipping loses the benefit of the custom tac) can reach its built-in's range
edit: oh and you could reduce the ship's base dissipation rate accordingly to make it a 0-sum change

Hmm, perhaps, but I try to avoid edge-cases as much as I can. The point of the built-in Tac Laser is to compensate for the fact that the Wren doesn't actually have a lot of weapon potential, even with the customization options offered by a pair of universal hardpoints.

Compared to a lot of other frigates, the Wren doesn't really have a good place for a "main weapon". The Tac Laser provides some semblance of firepower focus as it were. I'd considered removing it and swapping it for a (possibly hidden) small missile hardpoint and making the front hardpoints from universals into ballistics, but then I've made an Alastor with one less turret.  :-\ So for now it's just a main weapon that you can't change. Making it generate no flux seems strange and, if I'm honest, more inconsistent that I'm willing to allow.



Btw, on a similar note I'm thinking about changing the front mounts from universal to composite, because I'm worried about people cheesing the Wren (and also naughty over-use of universal mounts on my part). Thoughts? Would that ruin the Wren for people, or would it be an easily-accepted nerf?
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: dk1332 on June 24, 2017, 07:12:20 AM
found this bug after my Wren (P) got killed in a battle.

Spoiler
7249172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [dara_wren_pirates_default_D] not found!
java.lang.RuntimeException: Ship hull spec [dara_wren_pirates_default_D] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.DModManager.setDHull(DModManager.java:37)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1372)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1698)
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:269)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1526)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateEngag ementChoice(FleetInteractionDialogPluginImpl.java:2254)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:607)
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:61)
   at com.fs.starfarer.campaign.CampaignState.prepare(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)
[close]

This wasn't the 1st time this happened before:
Title: Re: [0.8.1a] Disassemble Reassemble v0.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 24, 2017, 02:51:52 PM
found this bug after my Wren (P) got killed in a battle...

Thanks dk, this is a known bug in some mods that relates to how the game now treats D-ships, and the differences between premade "D" hulls and those generated as derelicts or recoverable ships after battles.

It's a simple fix (changing the "D" to a "P" basically), but honestly I'd just forgotten the issue existed - my bad.  :-\ I'll address for the next version. Thanks for bringing it back to my attention.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on August 04, 2017, 11:48:43 PM
Major Update: Version 0.6 - Ships, ships everywhere!

Those who have been awaiting this mod being updated with all the goodies and fine-tuning I've been promising in the Discord channel will (I hope) be very pleased with what I finally have to present you with! In this update, several things have been added, removed, fixed and changed, and I'm sure while we have had to say farewell to some ships for being impractical and not worthy of a role in the game, we welcome many replacements!

First and foremost, because ships have been disabled from the mod, THIS UPDATE WILL BREAK SAVES!!!

So, what's new? Well, you finally get to see my collection of kitbashed high-tech frigates, under such Latin names as Lepisma, Acanthina and Limulidae. Those of you role-playing Tri-Tachyon task force commanders are gonna have a field day!

We also welcome ships such as the Sparrow, a midline corvette that exists merely to be an annoyance to anything bigger than itself and probably get itself killed without costing you too many credits. Also the much bigger Bull low/mid tech cruiser carrier, what is considered a "Super Condor" in function if not appearance. Thanks to MesoTronik and Drae for their involvement with the spriting of each of these ships!

Not only new hulls, we also have a ferocious new Luddic Path skin for the popular Manta Fast Destroyer, which you'll notice comes equipped with an equally-ferocious wing of Luddic Path -converted Piranha bombers. High Explosive anyone? Also replacing the removed fighter wings, the Remnants of all "people" have been granted a support fighter in the form of the needler-wielding Argent!

Outside of graphical updates to the Seraph[im] and other fixes, Disassemble Reassemble is now providing custom (hopefully) stockalike weapons, equipped by some of the modded ships, for you to try out in combat. So far we only have three, and all could use feedback on balance and performance, so find 'em, equip 'em, and tell me what you think!

Thanks again to all the people who have downloaded and played this mod, and especially to those helping me out with feedback and suggestions on both the forum here and the Discord channel. Enjoy!

As always, check the OP for more details.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: PyroFuzz on August 07, 2017, 10:57:03 AM
This mod looks great! But I love the spectacle and I hope that you make more exploration and science ships.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on August 07, 2017, 10:36:40 PM
This mod looks great! But I love the spectacle and I hope that you make more exploration and science ships.


It's not a bad ship, aye. I don't want to remove it, but I do feel it needs a little work - not just graphically, but logistically as well. Thinking I'll aim for a sort of "high-tech Wayfarer alternative".
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on September 10, 2017, 04:14:24 AM
Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Inventor Raccoon on September 10, 2017, 07:04:35 AM
Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
"Support" fighters have to be told to escort a friendly ship, by pressing R on them. You can't order them to go off and attack ships by themselves.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 10, 2017, 11:00:52 PM
Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
"Support" fighters have to be told to escort a friendly ship, by pressing R on them. You can't order them to go off and attack ships by themselves.

Raccoon's right. Being "Support" fighters they're designed to hang around their parent ship, and the AI doesn't allow them to engage like a fighter or interceptor. Bear in mind that the Argent has a Light Needler and Burst PD Laser, so is most effective sticking by your side anyway, as you dish out damage with onboard guns or other fighters.

But! Don't forget that, as a carrier, you can target a friendly ship, order your fighters to Engage, and they'll go and escort the ship! That's where the non-zero range of a support fighter comes into play (I believe).
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on September 11, 2017, 01:06:30 AM
Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
"Support" fighters have to be told to escort a friendly ship, by pressing R on them. You can't order them to go off and attack ships by themselves.

Raccoon's right. Being "Support" fighters they're designed to hang around their parent ship, and the AI doesn't allow them to engage like a fighter or interceptor. Bear in mind that the Argent has a Light Needler and Burst PD Laser, so is most effective sticking by your side anyway, as you dish out damage with onboard guns or other fighters.

But! Don't forget that, as a carrier, you can target a friendly ship, order your fighters to Engage, and they'll go and escort the ship! That's where the non-zero range of a support fighter comes into play (I believe).
I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Drokkath on September 11, 2017, 12:11:55 PM
Woah! :o Nice selection of ships! From initial glance: Taurus, Junker, Spectacle and Katrina-class caught my eye. Taurus reminds me of Turanic Raider stuff from Homeworld, Junker reminds me of Engi species' ships from FTL, Spectacle looks like it has already met something terrible with enough crew left to design, build, improvise and weld the new life insurance together to the ship. As for Katrina, it looks like several couple of pirates and engineers struck rich and got tired of pirating after gaining riches and knowledge to order a new type of ship to be built for a more honest line of work and enjoy a miner's life with drones ready to protect while the main vessel can use armored hull parts as a physical shield, medieval tactics in space.

And as for the blue high tech ships, I like all of them! They have that Protoss vibe to them and blue is my favorite color and yeah despite that I do use red color the most on my super-ships but that is merely to give off a sense of ominous foreboding feel of carnage that is gonna happen to whatever faction decides to try their luck going against basically Khorne himself because rage knows no boundaries or limitations, rage and willpower can be the most pure and potent means of utter armageddon or other ways to achieve the impossible.


To put it shortly: This mod just made me wanna start a secondary new playthrough, thanks!
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 11, 2017, 11:08:32 PM
@Drokkath Glad you like the selection!  ;D The Junker does kind of look like something Engi-built, doesn't it? If it was smoother and a lighter shade of grey perhaps... And had copious support for drones, haha!

If I may diverge from the mod topic for a moment though, and say you could afford a bit more punctuation - commas and full stops specifically - in your typing. It's quite hard to read a paragraph-long sentence, even in one's head! Just a little advice.  ;) A tip I'd always give is to read back what you've typed out aloud before you post, and see if it sounds right. More a pet peeve of mine than anything serious, but it might be worth trying.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Drokkath on September 12, 2017, 03:19:23 AM
Aye, it sure does. Took a short test drive today with Taurus and Junker. I was initially unable to locate where I'd get the ships without using console commands and by some strange stroke of RNG luck I found them both on the market in Jangala where my test character started off.

One was on sale in open market (IIRC as I was eyeballing both open and military market) and the other was in the black market. Both are neat nimble ships and Taurus feels the most useful due to extra speed and hybrid weaponry mount choice along with nice bulky hull and just enough chance to retreat, vent flux and go for a next round of assault.

Thanks for the reply and thanks for noticing my use of commas. To be honest I was never good at and I'm still not good at when it comes to punctuations, commas and full stops. My recent usage of commas for about year or two has been an experiment. It kind of makes sense to me but with this new long overdue information, I don't know how to write anymore. Bleh. :-\

Spoiler
To quote a short scene/moment/whatever-the-heck-is-the-correct-word-mcguffin-these-days ..from Farscape:

FormerTeacher: It's an art.

John: You failed me in Art. Not to mention 3rd grade English - and I still do not understand the proper use of a COMMA!

[close]
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Sy on September 12, 2017, 06:00:10 AM
I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.
it really depends on what you're going for. i actually think support fighters go very well with battlecarriers, flagship or not. you get additional flux-free firepower, and additional flux-free PD that can protect your ship even while you're venting or overloaded. support fighters also attempt to directly shield their assigned ship from enemy fire during venting or overloads, by moving in front of it (from their usual position at the flanks). that sometimes leads to them getting shot down more quickly than they otherwise would be, but can be a life saver in an emergency. and the more of them you have, the more effective this becomes, and the less likely it will be that each single fighter gets focused and destroyed.

i haven't played with Argents yet, but i got amazing value out of 1 Xyphos and 1 BRDY Nadir wing on my BRDY Kurmaraja (4-deck battlecarrier, like Legion) in my last run. Xyphos has powerful, long-range EMP and a bit of beam-PD, Nadir has some mid-range kinetic firepower and good flak-like PD, and both are quite durable and well-shielded. the other two decks i mainly used for fast bombers, which still added plenty of offensive potential when timing their strikes correctly.

of course, you get the same escort power when one of your AI ships uses their support fighters to escort your flagship. but that's not something you can rely on having all the time. and if you can control them yourself, you can also send your own fighters to escort a specific allied ship that needs help and is too far away to support with your flagship itself. plus, the more the merrier. :D
Spoiler
(https://i.imgur.com/vchUGiF.jpg)
[close]

you do lose offensive long-range potential by using support fighters over heavy fighters or bombers, so it's certainly not something you want on every carrier. but in my experience, they can be amazing value, especially on a battlecarrier.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on September 12, 2017, 05:57:42 PM
I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.
it really depends on what you're going for. i actually think support fighters go very well with battlecarriers, flagship or not. you get additional flux-free firepower, and additional flux-free PD that can protect your ship even while you're venting or overloaded. support fighters also attempt to directly shield their assigned ship from enemy fire during venting or overloads, by moving in front of it (from their usual position at the flanks). that sometimes leads to them getting shot down more quickly than they otherwise would be, but can be a life saver in an emergency. and the more of them you have, the more effective this becomes, and the less likely it will be that each single fighter gets focused and destroyed.

i haven't played with Argents yet, but i got amazing value out of 1 Xyphos and 1 BRDY Nadir wing on my BRDY Kurmaraja (4-deck battlecarrier, like Legion) in my last run. Xyphos has powerful, long-range EMP and a bit of beam-PD, Nadir has some mid-range kinetic firepower and good flak-like PD, and both are quite durable and well-shielded. the other two decks i mainly used for fast bombers, which still added plenty of offensive potential when timing their strikes correctly.

of course, you get the same escort power when one of your AI ships uses their support fighters to escort your flagship. but that's not something you can rely on having all the time. and if you can control them yourself, you can also send your own fighters to escort a specific allied ship that needs help and is too far away to support with your flagship itself. plus, the more the merrier. :D
Spoiler
(https://i.imgur.com/vchUGiF.jpg)
[close]

you do lose offensive long-range potential by using support fighters over heavy fighters or bombers, so it's certainly not something you want on every carrier. but in my experience, they can be amazing value, especially on a battlecarrier.
The main issue I have is having to switch targets from an enemy to a friendly ship for the fighters to escort. Without proper targeting information I don't play as well.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Sy on September 12, 2017, 06:17:57 PM
The main issue I have is having to switch targets from an enemy to a friendly ship for the fighters to escort. Without proper targeting information I don't play as well.
oh yeah, i forgot about that.. that's actually a bug. fighters are supposed to keep escorting the target you had at the moment they were set to Engage, even if you then target something else. iirc, the same goes for attacking enemy targets as well (in the case of non-support fighters). so hopefully that will work in future patches, whenever that may be. ^^

still though, support fighters are often worth using for hanging around your own flagship, imo. they'll protect the parent ship and attack enemies in range just fine without any targeted orders.

not something you want to spend OP and a fighter bay on in every loadout, obviously, but i think you're missing out on quite a bit of battlecarrier potential by disregarding them entirely.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on September 12, 2017, 09:53:17 PM
The main issue I have is having to switch targets from an enemy to a friendly ship for the fighters to escort. Without proper targeting information I don't play as well.
oh yeah, i forgot about that.. that's actually a bug. fighters are supposed to keep escorting the target you had at the moment they were set to Engage, even if you then target something else. iirc, the same goes for attacking enemy targets as well (in the case of non-support fighters). so hopefully that will work in future patches, whenever that may be. ^^

still though, support fighters are often worth using for hanging around your own flagship, imo. they'll protect the parent ship and attack enemies in range just fine without any targeted orders.

not something you want to spend OP and a fighter bay on in every loadout, obviously, but i think you're missing out on quite a bit of battlecarrier potential by disregarding them entirely.
When supporting a ship they tend to hang around behind it instead of using the range of their needlers.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Sy on September 13, 2017, 06:33:12 AM
When supporting a ship they tend to hang around behind it instead of using the range of their needlers.
hmm, can't say i've had the same experience, with Xyphos or Nadirs. they didn't approach enemies, but they didn't generally hang around behind the parent ship either. rather at the flanks or above it (as seen in my screenshot), and moving in front whenever the ship was vulnerable. might be that Needlers' 800 range is a bit too short for support fighters though. Nadirs' kinetic gun has 900 range, and they did use it, but primarily i used them for their proximity fuse PD and ability to body-tank enemy fire. on a capital ship with 600-1200 range guns + DTC/ITU, i imagine Argents might often not be in range to use their Needlers, even if they hang around at the flanks or slightly in front of the ship.

could be easily solved by giving the Argents more range, either through using a specialized version of Needlers, or a range-boosting hullmod. on the other hand, on small ships and against small enemies, that might be too powerful. :/
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: DatonKallandor on September 13, 2017, 07:09:04 AM
Fighters tend to hang behind the mothership when set to regroup. You might need to give an engage order to make support fighters not hide.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Sy on September 13, 2017, 09:19:44 AM
You might need to give an engage order to make support fighters not hide.
no, setting support fighters to Engage (an enemy target) doesn't make any difference at all in how they move or position themselves, as far as i can tell.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Althaea on September 13, 2017, 09:36:46 AM
II's Scutums are support fighters and like to hang out in front of the mothership even when set to Regroup (as is their role). Might be worth checking out. Suspect it's coded directly into their AI in some fashion, though.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on September 13, 2017, 12:07:49 PM
Does this mod need specific graphic mods to work? Or is it low-performance PC friendly?

Also, I've got a bunch of ships I've painted and/or kitbashed to fill some gap that were worrying me when playing. I've not yet made a mod to play then (no skills in programming/modding at the moment, on the to-do list), but when implanted I would be glad give you the sprites and data if you want to include them in your mod.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: MesoTroniK on September 13, 2017, 04:07:29 PM
Does this mod need specific graphic mods to work? Or is it low-performance PC friendly?

Even mods that require GraphicsLib to work are "low-performance PC friendly". Just go into its GRAPHICS_OPTIONS.ini and set "enableShaders":false, # Default: true

Then it has no significant performance cost, but the other things it does that mods leverage that are *not* related to shaders are there for them.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 13, 2017, 10:49:04 PM
Does this mod need specific graphic mods to work? Or is it low-performance PC friendly?

Nope! If any additional stuff was required I'd put it in the original post.  ;) Shouldn't be any more intensive than the stock game.

Also, I've got a bunch of ships I've painted and/or kitbashed to fill some gap that were worrying me when playing. I've not yet made a mod to play then (no skills in programming/modding at the moment, on the to-do list), but when implanted I would be glad give you the sprites and data if you want to include them in your mod.

I'm happy to look at sprites from other users, but they'll only end up in this mod if I seriously consider them worth it. I'm trying very hard to create ships to fill roles missed not just by the stock game, but also by other ship packs like SWP. Quality and uniqueness are also important to remember - in other words, feel free to show me your sprites, but if you want them in the mod I can't guarantee everything or anything will get in.

Incidentally, if you want to show off your spriting and maybe get some educated feedback from other users, I'd recommend posting some of your work in the Spriters Judgement thread ( http://fractalsoftworks.com/forum/index.php?topic=4264.0 (http://fractalsoftworks.com/forum/index.php?topic=4264.0) ) and taking in what other folks have to say.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: passwalker on September 15, 2017, 05:04:17 PM
I'm trying very hard to create ships to fill roles missed not just by the stock game, but also by other ship packs like SWP.
it would be nice of you to make a list of what ship roles you need sprites for ::)
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 15, 2017, 06:04:32 PM
I'm trying very hard to create ships to fill roles missed not just by the stock game, but also by other ship packs like SWP.
it would be nice of you to make a list of what ship roles you need sprites for ::)

You make it sound like I need sprites?  ;) No, the point I'm making is I'm not putting just any old ship in the game. Sure, if I make a cool sprite I might want it in-game, but if it would occupy a role too similar to an existing ship, I'll have to let it go.

I don't need anything for this stuff in reality. It's a mod for a game. I ain't on a deadline or anything.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: passwalker on September 15, 2017, 09:39:59 PM
You make it sound like I need sprites?  ;)
sorry. still kinda difficult to english.
what i tried to say is "list of what roles are not occupied" so some random people can make something up, that you may or may not use afterwards. it's difficult to make something good without the end goal.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 16, 2017, 12:35:52 AM
what i tried to say is "list of what roles are not occupied" so some random people can make something up, that you may or may not use afterwards. it's difficult to make something good without the end goal.

Heh, that would be equally difficult, making a list of unoccupied roles. It might not be efficient, but personally I prefer just making ships for anything and finding a role for them as I go. If it's open, sweet I made a new ship! If it's not, I'll either think of another role or just leave the sprite out.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on September 21, 2017, 11:37:52 AM
I've tested (and adopted) your mod, I was thinking you may like some feedback. Funnily enough, I've found in it many of the ships roles I've started to sprite to fill some gaps.

I'm really found of the redoudancy brought by the mod which remove repeatitivity. I mean, it is not like the Sector is in good shape and fleet commanders can get the ships they want. The new weapons are fun, but for now I got difficulties to find them in market.

The only minor complains are :
Maybe the Taurus gunship can use a different ship system as for know it is nearly a copy/past of the brawler.
The Spectacle frigate is a little bit over the top, too much firepower, too much goodies. Maybe it could look like more the Serphim : a nice gadget, but with a disadvantage (like fire arc for the Seraphim).

The Junker seems more useless than the Mudskipper, but I should try it just to see. Maybe in a garbage ball perhaps...
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on September 21, 2017, 02:15:07 PM
The new weapons don't seem to spawn very often.
Title: Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 21, 2017, 10:49:19 PM
The new weapons don't seem to spawn very often.

Yeah, I'm not fully sure why that is.  ??? There are certainly plenty of variants of DaRa ships that equip them, so if all else fails you can fly around killing ships armed with those weapons and hoping for drops in the aftermath.

Maybe I need to make some variants of stock ships as well... Just feels a bit iffy.  :-\ We'll see.

EDIT: Actually, now I think about it, it could be a Dynasector thing. Since Dynasector'd variants use weapons from all the factions/mods it's explicitly compatible with, and (as far as I know) not otherwise, weapons from DaRa won't be installed on ships they would normally be found on if Dynasector is running. So, if you've got Dynasector, that could be the problem.

No way to fix that without making Dynasector support DaRa, and that's up to Dark.Revenant - not me.  :-X
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 22, 2017, 08:22:15 PM
Major Update: Version 0.7 - Angel's Judgement

Ah, another weekend, another big update for all'a'yer! This time it's a focus on utility and balance - while one more ship has been removed from service in this mod, we welcome a whole host more!

For instance, there's the new Sturmovik Missile Destroyer, a low-tech missile boat and it's rare stock-hull Sturmovik (S) Salvage & Recovery Barge counterpart. Joining them in the world of low-tech is the Retribution Cruiser, a lighter alternative to the popular Dominator, that is fully capable of matching most competition with its focused ballistic weaponry and Accelerated Ammo Feeder! Big shout-out to Chloe who devised the original sprite for this.

Moving up to midline designs, the Sparrow Corvette and Harrier Cruiser have both received a fancy upgrade to their flare launcher systems. Unique to these house favourites is the new Burst Flare Launcher - rapid-fire, short-duration flares to be used in the heat of the moment!

The somewhat iffy Seraphim-C Light Carrier has been removed* for impracticality. However, I'm sure you'll enjoy flying it's replacement, the much more aggressive Constellation Combat Carrier, a front-focused high-tech light carrier with an additional sensory package for added punch.

The stock Seraphim Missile Destroyer is star of the show today though, and has experienced a massive weaponry overhaul. It's large missile mount is no longer modular, but instead harbours a unique custom weapon: the Judgement Spire Launcher, a railgun-launched kinetic torpedo of huge proportions. (Huge thanks to MesoTronik for advice and material for the awesome audio file this beastly weapon includes!)

All in all, the new is great and the old is only getting better, so take some time to enjoy the new ships and see the sights!

As always, check the OP for more details.

* THIS UPDATE WILL BREAK SAVES!!!
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: dk1332 on September 23, 2017, 12:33:03 AM
Major Update: Version 0.7 - Angel's Judgement

-New stuff blah blah blah-

The somewhat iffy Seraphim-C Light Carrier has been removed for impracticality.


Aww, I never got the chance to try that carrier due to how the game spawns stuff. Was planning to get a couple of Seraphim Missile Destroyers and pair them with the carrier variant. Ah well, a new carrier looks good.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Mr. Nobody on September 23, 2017, 06:18:21 AM
Might i humbly request a ship?
A Atlas variant that had it's cargo holds replaced by a missile autofactory and as many launch tubes as possible without compromising the structural integrity too much.
The autofactory + tubes is the in built weapon (or system?) that rapidly and uncontrollably fires tons of small missiles generating flux in the process.
The missiles warheads arw randomized with frag being the most common followed by KE and HE as the second most common then EMP then energy being the rarest (or whatever distribution works best for you of course)
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 23, 2017, 03:05:52 PM
Might i humbly request a ship?

Ack. I really hate to be a buzzkill, but...

A Atlas variant...

Already working on one.

cargo holds replaced by a missile autofactory and as many launch tubes as possible without compromising the structural integrity too much.

That... Sounds insane.

The missiles warheads arw randomized with frag being the most common followed by KE and HE as the second most common then EMP then energy being the rarest (or whatever distribution works best for you of course)

I have zero idea how you would do that.  :-X

So, sorry about that, I don't think a "crazy Atlas missile boat" is going to happen. But, as I did say, I am already working on an Atlas conversion with its cargo holds stripped to fit in additional ordnance, and it does have a built-in gun to boot. It's a nasty big sprite though, so it probably won't be seen for a while.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Takion Kasukedo on September 24, 2017, 03:03:35 AM
Please note this is incompatible with saves using 0.6, you have to start over.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 24, 2017, 10:04:08 PM
Ah yeah, thanks for reminding me.  :-X I put that in the changelog, but forgot to mention it in my update message.

Just in case you missed it:

THIS UPDATE WILL BREAK SAVES!!!

Have a nice day.  8)
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on September 26, 2017, 04:50:49 PM
The rogue is a bit overpowered, they have the firepower of warthogs with much more speed. This leads to many destroyers and frigates being utterly obliterated. Increasing OP cost to prevent them being massed so easily would be good.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 26, 2017, 10:36:33 PM
The rogue is a bit overpowered, they have the firepower of warthogs with much more speed. This leads to many destroyers and frigates being utterly obliterated. Increasing OP cost to prevent them being massed so easily would be good.

I find it kinda hard to believe that the Rogue has the firepower of a Warthog. Sure, it's armed with an Assault Chaingun, but it also only has the flux to fire five or six shots at maximum fire rate, before it drops off to just under two shots every second running directly off the fighter's ability to dissipate. That's an immediate DPS of 400 from the chaingun, sure, but it quickly drops to more like 100.

The Light Mortars on the Warthogs do 75 DPS, and they have three each, for a total of 225 DPS. Yes, they're a slower projectile, but they're also longer range, better per-shot damage for improved armour cracking ability, and overall a higher capacity for sustained damage.

Also, while the Rogue is very fast, it's also much less resilient than the Warthog - it has a weaker hull and about a quarter of the armour.

Bearing all that in mind, if it stills feel strong for its cost: I would prefer to balance that by lowering its flux capacity and limit the size of its initial burst to, say, three shots instead of six. In all honesty though, if it's tearing through frigates and destroyers as easily as you say, I'd like to know what sort of ships you've been facing? Because outside of speed, anything the Rogue can do, the Warthog should still be doing better.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on September 27, 2017, 01:34:12 AM
The main issue with the rogue is it's devastating power against light ships. While warthogs are slow and can be kited by frigates, the rogues can chase them down and shred their armor. This scenario is much the same versus most destroyers, with the enforcer being the usual outlier. I do concede they are much less effective against cruisers and capitals, but their effectiveness at killing destroyers and frigates is incredible.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 27, 2017, 10:28:03 PM
Hmm, alright. I'll run some tests of my own and then see what can be done to balance them.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Althaea on September 27, 2017, 11:39:32 PM
... Oops, I just realized I might be partially responsible if it turns out they need to be adjusted, since I was the first (and only?) to respond when Axle asked people on the Discord what ships they usually tested themselves against in the Simulator. :P

In hindsight, among destroyers, the Legionary ought to be only slightly less exemplary than the Enforcer of the Rogue's performance against destroyers. I will add that my own experience with Rogues has largely been against low-tech targets and the Interstellar Imperium. In this they have indeed performed very well against light targets and this, I would generally suppose, is their role. I've previously assumed they'd be ineffectual against ships with laser point defenses and efficient omni-shields, but it seems I may be in error.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: DatonKallandor on September 28, 2017, 09:31:22 AM
A destroyer sized large missile mount is unfortunately still absent and would be really great to have. Obviously it might need signifcant weaknesses (few or no other mounts, slow speed, fragile, possible high-maintenance in the style of a mk2 mudskipper, etc.). Whatever the drawbacks large missile mounts are simply far too rare and there's no ship specialized in one (not counting the one added in the last update, but a hardmounted large missile isn't remotely the same).
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: dk1332 on September 28, 2017, 07:45:22 PM
I just noticed that the Katrina mining vessel isn't following the strike command. Is it not tagged as carrier?
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 28, 2017, 10:18:18 PM
A destroyer sized large missile mount is unfortunately still absent and would be really great to have. Obviously it might need signifcant weaknesses (few or no other mounts, slow speed, fragile, possible high-maintenance in the style of a mk2 mudskipper, etc.). Whatever the drawbacks large missile mounts are simply far too rare and there's no ship specialized in one (not counting the one added in the last update, but a hardmounted large missile isn't remotely the same).

Sorry to burst your bubble, but you may have missed previous versions of this mod where the Seraphim's large missile mount was a modular slot. However, in discussions with folks on the Discord channel, I'm afraid the following conclusion was reached by a great number of respectable modders:

Large missile mounts are overpowered on destroyers.

So, yeah, while I could stick one on and otherwise nerf the ship to the ground, there won't be one in this mod any time soon because A) it previously had one already, and B) they generally aren't a good idea.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 28, 2017, 10:20:18 PM
I just noticed that the Katrina mining vessel isn't following the strike command. Is it not tagged as carrier?

No? Neither is the Shepherd. Neither is the Tempest  ??? Why would the Katrina be tagged as a carrier? It's a mining ship.

Just stick a regular Engage order down - you shouldn't be able to use the Fighter Strike command on it anyway, since it isn't a carrier. Although, it's also classed as a civilian ship, so tends to fly more defensively.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Sy on September 29, 2017, 02:03:07 AM
No? Neither is the Shepherd. Neither is the Tempest  ??? Why would the Katrina be tagged as a carrier? It's a mining ship.
actually, Shepherd is tagged as carrier, and not tagged as civilian. Alex removed the civilian tag in 0.8, because that (usually?) prevents the AI from deploying it into open battles. since it's designed as a mini/budget carrier for early-game fleets, it's not meant to always be kept back and encountered only in pursuit battles.

Tempest is another thing entirely, since it's still primarily an attack frigate, which Shepherd is not. Terminator drone also has an even shorter leash range than Borers.

i don't know which role Katrina fits best, but if it's supposed to be deployed alongside proper combat ships, i think it shouldn't have the civilian tag. if it's meant to engage at close range in addition to providing light drone support, it shouldn't be tagged as anything.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 29, 2017, 02:28:12 AM
actually, Shepherd is tagged as carrier, and not tagged as civilian...

Huh. So it is.  :-X I always thought it was only tagged as Civilian, because it never wants to engage in fights. Guess that was the Carrier tag.



i don't know which role Katrina fits best, but if it's supposed to be deployed alongside proper combat ships, i think it shouldn't have the civilian tag. if it's meant to engage at close range in addition to providing light drone support, it shouldn't be tagged as anything.

Perhaps that's a better thought, yeah. It does have a built-in mining blaster, so perhaps encouraging it to throw its weight around a bit more isn't a bad idea.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Althaea on September 29, 2017, 02:52:18 AM
I tend to bring the Katrina in early-game industrial builds, which is the role I'd assume it to have. Beyond emergencies (pirates), I'd only ever use it for fighting derelicts. For this it is reasonably well equipped, but I did note that it was excessively cowardly if you have both civilian and military ships in a fight. Even without a military escort they are cautious. Directly in player hands they work much better.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: dk1332 on September 29, 2017, 03:10:19 AM
Katrina becomes one of those "Beggar's Carrier" at the start since the Borer drones could provide support to the combat ships as well as a cheap distraction to the enemy point defense  :) . Making the drone a free roaming unit kinda cuts that effectiveness especially on times where you will need to try and turn the tables on an enemy.

Also, seeing the Katrina doing a Defensive yet close-combat kinda made me worried alot of times since its mining blaster builds a good chunk of flux per shot, putting the ship at risk to overheating especially when engaging/running away from ships that are equipped with kinetic weapons.

But hey, its up to you man. I just pointed that out since it kinda bothers me a bit.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: DatonKallandor on September 29, 2017, 03:52:46 PM
Sorry to burst your bubble, but you may have missed previous versions of this mod where the Seraphim's large missile mount was a modular slot. However, in discussions with folks on the Discord channel, I'm afraid the following conclusion was reached by a great number of respectable modders:

Large missile mounts are overpowered on destroyers.

So, yeah, while I could stick one on and otherwise nerf the ship to the ground, there won't be one in this mod any time soon because A) it previously had one already, and B) they generally aren't a good idea.

Strongly disagree with that, and frankly I don't think most starsector modders are qualified to be authorities on what's balanced or not. But whatever, it's your mod.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 29, 2017, 04:22:46 PM
... frankly I don't think most starsector modders are qualified to be authorities on what's balanced or not.

This comes from discussions with MesoTronik and Tartiflette, among others, and if you don't think they're "authorities" on balance, then I can't help you.  :-[
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Sy on September 29, 2017, 06:20:07 PM
frankly I don't think most starsector modders are qualified to be authorities on what's balanced or not.
balance is always tricky, and changes over time, so of course no single person knows it all -- save for Alex, kinda. and even he changes his views on many balance issues over time.

but if there is anyone you should listen to when it comes to balance, it's the people who've spent hundreds or even thousands (yes, literally) hours creating and tweaking mod content, extensively testing their own stuff and repeatedly comparing it to various vanilla pieces, to ensure the mod fits in with the base game as well as possible. if several of these modders come to the same conclusion, it's generally safe to assume that there's something to it.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: Tartiflette on September 29, 2017, 06:29:23 PM
Actually I was arguing that a Destroyer with a large mount is not impossible to balance. But it would require some rather strong limitations: No ECCM, no Expanded Missile Racks, no Flight Decks, little PD, pretty much no secondary weapons to speak of... But it should be workable.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 29, 2017, 10:30:50 PM
Well, the point made is that a large missile toting destroyer would have to nerfed very hard in other aspects to be considered "balanced".

And the Seraphim really didn't have those nerfs. Nor am I willing right now to give it those nerfs, or make a new destroyer with them. I've already got two missile destroyers in this mod - I really don't need a third.  :P
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on October 11, 2017, 01:57:51 PM
Some feedback about the new version, only minor things:
-The modular high-tech frigate, in its freighter variant, is selected when auto-deploying fleets in combat, i.e. it's not designated as a civilian ship
-The Constellation carrier has a "off the track" engine trail in hyperspace (probably also on real space but I figure it when I was in hyperspace). The engine concern is the left one, and its trail is like 30° clockwise off
-Seraphim-class Missile Destroyer : nice new iteration. With the new kinetic launcher it makes a good support destroyer, pretty effective when deployed in full scale engagement (with wings, other missile boats or combat destroyer).

The new version of the anti-frigate missiles is better, more efficient with only two missiles per shots. However, Maybe its a little bit too fast to correctly track ennemy frigates? They are quite easy to dodge if the ennemy ship slides off the way, unless it is launched at point blank range.
Title: Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 11, 2017, 10:03:36 PM
Some feedback about the new version, only minor things:
-The modular high-tech frigate, in its freighter variant, is selected when auto-deploying fleets in combat, i.e. it's not designated as a civilian ship

Yeah, it doesn't have the CIVILIAN tag. Originally this was due to some confusion between that tag, and giving a ship the "Civilian Hull" hullmod - also slightly due to my desperation for more cool combat freighters, which the Acanthina-F really does not fit into the role of.  :-X Not rightly sure what I was thinking. Nonetheless:

Code
DaRa Version 0.8 (WIP version)
...
- Added "CIVILIAN" tag to Acanthina-F, to discourage it from behaving like a combat ship
...


-The Constellation carrier has a "off the track" engine trail in hyperspace (probably also on real space but I figure it when I was in hyperspace). The engine concern is the left one, and its trail is like 30° clockwise off

I've also noticed this, and I've got no idea what's going on there.  ??? The ship's engines flames are completely symmetrical both in combat and in the Ship Editor, so why they're not in the campaign map I really can't say. It's certainly not game-breaking though, so I'm not too bothered about being unable to diagnose or fix that.


-Seraphim-class Missile Destroyer : nice new iteration. With the new kinetic launcher it makes a good support destroyer, pretty effective when deployed in full scale engagement (with wings, other missile boats or combat destroyer).

Glad you're enjoying it as much as I have been! ;D MesoTronik and I really pulled a winner with that launch sound, no?


- The new version of the anti-frigate missiles is better, more efficient with only two missiles per shots. However, Maybe its a little bit too fast to correctly track ennemy frigates? They are quite easy to dodge if the ennemy ship slides off the way, unless it is launched at point blank range.

The Swifts are ideally used at close range, so firing at point blank is definitely a viable tactic with them, if not what you should be attempting to do in the first place.  ;) At longer range you kinda need to have slowed the target ship down somehow - say, Salamanders or some form of ion-wielding fighter to disable their engines - before unleashing the salvo.

On the subject, have you found and/or tried out the medium version of the launcher? It's nice against destroyers and such for a short-range punch that's just a little too quick for hostile point defense to dampen, hehehe...

Anyway, thanks heaps for the very comprehensive feedback!  :D Always massively appreciated.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 21, 2017, 09:54:24 PM
Major Update: Version 0.8 - Proto-Dyna, Sweeping Clean!

The long weekend (for me at least) brings with it the new version of Disassemble Reassemble for you to enjoy! Potentially most exciting, I have started doing what I can to introduce compatibity with Dynasector - which includes creating ship, weapon and fighter tables for Dynasector's randomization logic. Take the time to see what good old Dyna' does with my ships; Some of them turn out pretty wild, hehehe!

As I always find myself doing, there is of course new content in this version, though it doesn't go much further than one new ship, one new skin, and one new fighter wing: a tiny, carrier-converted version of the Vigilance frigate; a Luddic Path skin for the Retribution (hey, where'd the bloody Pathers get their hands on a Thermal Pulse Cannon!?) and a Luddic Path variant of the stock Thunder Heavy Interceptor respectively - the latter is really too fast for its own good, but great fun to drop in combat! Along with them, a new small ballistic weapon ought to show itself in the form of the Force Mortar, which you might start referring to as a "wittle babby Mjolnir" - I'm sure your enemies will see why when you pull the trigger!

... Oh. You saw the Vendetta-class Battleship in the changelog? 8) Cool your jets; it's still a working project - especially the sprite - but it's available to fly in the included test mission and I'd appreciate any early feedback on its balance.

This version's focus however is on balance and spritework. Three of the integrated ships have received sprite updates; for instance the Acanthina-P is now encountered in a cleaner matte-red livery, matching style with what you may see on the stock Wolf-P. The house favourite Harrier Cruiser has also been granted a gorgeous sprite rework, and is now much more pleasing to the eye while remaining just as beefy as it was before.

The pirate-built Junker Gunboat has been hit with a redo as well, which has spread beyond the sprite to a revamp of its weapons loadout - watch out for it now toting an angled medium missile mount in combat!

Early balance passes have also been made on the Rogue Strike Fighter, and the as-yet unintegrated Starlifter Mining Platform, though the latter is still very much a work in progress. Other minor changes have been made to a number of other ships - but I'll let you discover those for yourselves.  ;)

As always, check the OP for more details.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on October 23, 2017, 06:10:44 AM
Got a question about the Retribution : how do you use it?
I give it a try, but fail to get any usefullness in it (except for catching 8 harpoons...). I found it too poorly armed to fight against cruiser, and too slow against destroyer. Maybe I should have try a custom variant...
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: Takion Kasukedo on October 23, 2017, 11:19:05 AM
Retribution seems like a gimmick ship unfortunately. It's not very fast, despite being "Light", and the arnament doesn't seem very "oomphy" (well comparing it to the Falcon it's pretty ok, but not the speed)
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 23, 2017, 10:03:17 PM
Hmm. Especially since it just got a speed boost, the Retribution should be faring better than that in combat.  :-\ It doesn't have quite the on-paper armament of some other cruisers, but it's supposed to make up for it with the Accelerated Ammo Feeder. Do try it with custom loadouts, if the defaults aren't working. I'll keep tabs on it nonetheless, and see what other people have to say about it.

(All previous feedback on the Retribution - in the Discord chat - has been good, and that was before its speed buff, so if something's amiss I'd like to know.)
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: Drokkath on October 23, 2017, 10:37:59 PM
Liking this mod so far. Seen your ships in large variety of fleets and wondering sometimes for a moment "huh, what ship is that?". Default factions sure have more in their fleet arsenal.
A welcome change.

On a side note: Last time I went against a pather, was someone who in his/her Junker flew towards me straight on and once the auto boosters of mine disengaged my highly dense and highly heavy in weight customized super-Hermit demolished the foe's vessel upon contact. I burst out in laughter as I was about to fire at it only to realize that my ship's extreme density of mass had already destroyed the foe. :D
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: A Random Jolteon on October 24, 2017, 05:16:46 PM
Liking this mod so far. Seen your ships in large variety of fleets and wondering sometimes for a moment "huh, what ship is that?". Default factions sure have more in their fleet arsenal.
A welcome change.

One a side note: Last time I went against a pather, was someone who in his/her Junker flew towards me straight on and once the auto boosters of mine disengaged my highly dense and highly heavy in weight customized super-Hermit demolished the foe's vessel upon contact. I burst out in laughter as I was about to fire at it only to realize that my ship's extreme density of mass had already destroyed the foe. :D
Pather: BANZAAAAAI!
(two seconds later)
Pather: MISTAKES WERE MAAAAADE!


That was my thought about that moment. XD
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: Drokkath on October 24, 2017, 06:04:35 PM
Heheh! Yeah, pretty much. :D For a moment in-game there I reflected on what did just happen and then laughed some more. I love priceless moments like that, they sure help to make one heal faster and make a day and life seem much brighter.

Back on-topic; that hysterical moment had nothing to do with the mod other than a pather having just one ship left in the fleet after a raid or a battle somewhere nearby. It was running from a pirate fleet and I happened to be the closest to the vessel's path. Didn't watch what condition the pather's Junker was, looked healthy enough until I accidentally rammed it into three pieces of debris as I was slowing down and expecting the opponent to keep some distance from me as they usually do...

...wait, what? Did I just find a fault with AI usage of a Junker? O_o
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 24, 2017, 10:05:13 PM
Heh, sounds like a wild time.  ;D It's possible the AI just had a hiccup with the Burn Drive, or something went on that made the thing just decide to ram. I really couldn't say - I wouldn't think the Junker would in itself cause such issues, since it's got guns and shields and all. More likely it's just more visible when a Junker does that since it basically falls apart if it collides with anything. XD
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: Drokkath on October 24, 2017, 10:48:41 PM
One heck of a hiccup then indeed. :) Its one of those moments where one would wish to have had the means to take a footage of it but weren't able to.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: A Random Jolteon on October 25, 2017, 09:40:34 AM
Hmm...I can confirm that Duck-Tape ship designated "Junker" does not fair well with being rammed by a Ram Driving Onslaught...I can also confirm that said Onslaught does not take notice of said explosion.

I think it was tired of me shooting its rear end a couple minutes earlier.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on October 26, 2017, 09:35:40 PM
The new battleship is really great, I love the sprite. By the way, is it intended to not be available in game so far (except missions)? I checked the .faction files and it appears nowhere.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 26, 2017, 09:38:10 PM
The new battleship is really great, I love the sprite. By the way, is it intended to not be available in game so far (except missions)? I checked the .faction files and it appears nowhere.

I think you'll notice (both in the thread original post and in the changelog) that the Vendetta is heavily marked as "Work in progress - no campaign integration".

So yes. It's intended.

Also, the sprite is nowhere near finished.  :P It's messy as all hell, and I'm gonna have to psych myself up before I attempt to clean it up. Only then will I consider putting it into the campaign.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on October 27, 2017, 09:55:02 AM
My bad, I did see the WIP, but in my mind it doesn't present to have some fun (and feedback) from it.
I kinda like the "messy" aspect of the sprite. In fact I was thinking it was a pirate ship, or just in agreement with its "ancient behemoth" background.
The Fast Missile system is quite surprisingly effective for a capital ship.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 27, 2017, 01:41:22 PM
I kinda like the "messy" aspect of the sprite.

Well, I'm afraid you'll eventually have to forget the messy aspect, since that shows bad spriting practise.  :-[ Basically what I have now for the Vendetta is a great shape and ship design, but utter crap details - with the exception of the front third of the ship (which was painted mostly as I went).


The Fast Missile system is quite surprisingly effective for a capital ship.

Heh, it is isn't it? Just be careful with it - it generates a good chunk of flux on use!
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on October 28, 2017, 11:36:10 AM
Quote
Well, I'm afraid you'll eventually have to forget the messy aspect, since that shows bad spriting practise.  Embarrassed Basically what I have now for the Vendetta is a great shape and ship design, but utter crap details - with the exception of the front third of the ship (which was painted mostly as I went).

Would clearly be interested to know your work flow about the process of spriting!

Quote
Heh, it is isn't it? Just be careful with it - it generates a good chunk of flux on use!

Yeah I try it against a Conquest to see how it goes. It was a quick an violent fight with the Conquest finishing in 3 pieces and the Vendetta lost 1/3 of its hull. The fact the Missiles are the main weaponry is a nice advantage, as the ship can use its flux for its shiel while using no-flux weapons.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 28, 2017, 02:14:54 PM
Would clearly be interested to know your work flow about the process of spriting!

Then I strongly suggest you join the Starsector Discord channel - that's where I share most of my development and get early feedback, though chances are you'll quickly notice that I'm very much a small fish in the modding world, haha! You can find the link to join here: http://fractalsoftworks.com/forum/index.php?topic=11488.0
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: Kitfox88 on October 30, 2017, 11:20:49 AM
I always love seeing what creative minds can do with some kitbashing, love the mod! Hype as well for a future update that introduces the Vendetta, having more capitals is always awesome.
Title: Re: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 30, 2017, 10:31:56 PM
Glad you're enjoying it!  ;D
Title: Re: [0.8.1a] Disassemble Reassemble v0.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 01, 2017, 07:11:43 PM
Major Update: Version 0.9 - A pre-Tournament "Compilation"!

Gotta say, I wasn't expecting the next AI Tournament to be happening quite this soon, but what with all the fancy shmancy new stuff I've had in the works it would be a crime to let it go ahead (with the wonderful Knight Chase fielding a combination of ships from DaRa and InventorRaccoon's Arsenal Expansion mod) without pushing out an update! Therefore, it might be a little rushed, but I think you'll be satisfied nonetheless.

The changes this time around are somewhat less superficial than previous ones. While we still have the compulsory additional ships and weapons for you to test out in the battlefield, the biggest change you'll note is that DaRa's scripted code is now compiled into a single .jar file - a monumental thanks to MesoTronik, who continues to tutor me in how the damn thing works, haha!

Anyway, the practical upshot of this is that DaRa can now incorporate certain advanced features it would otherwise be unable to support, and you'll be able to see that currently in only one location: the Seraphim's Judgement Spire missile now has a unique custom missile AI!

Spoiler

Can't stop won't stop....!

(https://i.imgur.com/XvdClXG.gif)

[close]

... And I'm sure that you'll find it even more exilherating to use than it was before!

[!] Bear in mind that this means DaRa now requires LazyLib also be installed and running in order to function. If you don't already have it, you can find a link to the library mod in the OP.

Aside from that enormous change, we also welcome along a few new experimental ships to replace some of the novelty removed this version, such as the Vigilance MkII* - though you're now able to find the "ultralight carrier" in a slightly different form in Knight Chase's Mayasuran Navy mod. Most intriguing perhaps is the new Vagrant-class Battleboat, a pirate-built destroyer sporting a modular gun-pod with a few unique properties.

You should also be able to see (at last) the Starlifter-class Mining Platform in the campaign. A modified Atlas hull, the Starlifter might not be particularly dangerous in combat, but it's packed to the bilges with hardware for exploration missions of all kinds.

We also have a new pair of exciting midline fighters in the mix: the expensive, kinetic-heavy Cayman and the far cheaper laser-toting Honeybee, both of which have enough quirks to entertain many a carrier captain. And finally, a pair of new ship weapons in the form of an all-purpose burst laser called the Machete Multirole Laser, and a completely novel weapon for launching high-explosive suicide "drones", the Kamikaze Talon Launcher. Maybe just a little silly, but the pirates' usage of it might catch you by surprise!

Other balances and changes are purely superficial, but it's all I've got time to throw together. Time now to sit back and see if the tournament sheds light on any balance issues, and if not, it'll hopefully be a rather nice advertising campaign for yours truly, hehe!  ;D

As always, check the OP for more details.

* THIS UPDATE WILL BREAK SAVES!!!

... Although if you really want, I hear you can use Save Transfer to carry a save over between mod versions: http://fractalsoftworks.com/forum/index.php?topic=8950.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Title: Re: [0.8.1a] Disassemble Reassemble v0.9 - Another lovingly kitbashed ship pack!
Post by: Inventor Raccoon on December 02, 2017, 06:58:44 AM
Nice. Looking forward to seeing this stuff in my saves and in the tourney!
Title: Re: [0.8.1a] Disassemble Reassemble v0.9 - Another lovingly kitbashed ship pack!
Post by: Drokkath on December 02, 2017, 10:26:52 AM
-snip-

* THIS UPDATE WILL BREAK SAVES!!!

-snip-

Well, it sure seems like this mod is actually living up to its name as it can make one disassemble one's own ongoing save and then reassemble a new one to pull oneself together again in a new playthrough or merely in a more-or-less restored playthrough. Still, one heck of a punchline if ya ask me! :D
Title: Re: [0.8.1a] Disassemble Reassemble v0.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 02, 2017, 01:24:15 PM
Hehe, well Meso did request I mention Save Transfer as an alternative, so there's always that I suppose.

But yes, save-breaking updates are an unavoidable side-effect of removing content from the mod.
Title: Re: [0.8.1a] Disassemble Reassemble v0.9 - Another lovingly kitbashed ship pack!
Post by: Drokkath on December 03, 2017, 11:46:42 AM
Indeed. My first swing back into SS last year started off with lite modding first and thus so many playthroughs I just restarted instead to feel a sense of joy killing off the same enemy factions with a new ship and new config and weaponry edits of the new ship.
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 30, 2017, 09:19:50 PM
Major Update: Version 0.10 - Post-Tournament Rebalance & Content!

Consider it a late Christmas present if you like. Not nearly as much rebalancing as I was expecting to have to do after the tournament, but it's what I've got, and as always there's a bunch more content for you to play with.

Foremost in the balancing, you'll find that the Harrier has done away with the Flux Shunt hullmod, and replaced it with a unique custom "Blockade Shield" mod, helping set its role as a defensive cruiser in stone. Both the Retribution and the as-yet-unintegrated Vendetta have also received healthy speed buffs.

New content! Rounding up 2017 with a tasty mix of tech-levels, we welcome two new frigates to the mix. The Mirage-class Skiff is a pirate missile boat not unlike the Kite in performance, but it can harbour a nastier bite and you may find it harder to swat! On the opposite end of the spectrum the Insurgent-class Phase Frigate arrives, a far more sensible attempt at a phase ship than its previously removed namesake, which aims to impress with its energy weapon-boosting system and capable frontal firepower.

Two new fighter wings also join the mix, both strangely enough with an anti-frigate strike role. High-tech fields the Enigma, a burst-beam-wielding fighter that can ruin the day of many a frigate, while the pirates present the hot-tempered Firebird, a speedy bomber armed with a brand new MIRV version of the Swift missile. Watch out!

Speaking of the Swift missiles, all forms of the Swift have received tasty custom sound effects courtesy of MesoTronik, as has the Starbreaker Particle Beam, the primary weapon on the Starlifter.

Other than that, a new large missile weapon graces the field, hoping to fulfil a missing role in the base game's doctrine: that of a large missile with unlimited ammo. I present the Anaximander MRM Launcher, a swarm-based heatseeking missile system that predates the infamous Salamander and makes a great centerpiece for the WIP Vendetta.

Experimental content is also being added this time around, in the form of a new always-available "Reconnaissance Package" hullmod. This modification is exclusive to frigate hulls, and grants bonus sight range in combat as well as an increase to the zero-flux engine boost, at the expense of cargo space and peak performance time (not to mention a fair few ordnance points). This is a heavily debated piece of content, and as such I implore widespread testing and experimentation, and feedback on whether the hullmod is overpowered at all - or if it even works for you!

That's it from me though, so enjoy the last few hours of the year and try not to do anything stupid. :P And of course, enjoy the update, and don't forget to give feedback!

As always, check the OP for more details.
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: Drokkath on December 31, 2017, 03:03:09 AM
I'm glad that I re-checked if this mod got an update or not as I was about to start a new playthrough. I gotta say I still sometimes falsely perceive some default faction fleets as some non-default faction fleets due to unfamiliar dots of ships I spot in most fleets, that is until I gaze over what name and color a fleet has which I do anyways to see if it is hostile or not.

I've also grown used to seeing many ships from this mod in multiple fleets of all default factions during battlescape. Ships like Taurus, Wren, Chakram, Gladiator, Harrier, Junker, Katrina, Manta, Retribution.. oh my! :) Went over the ship sprites just now as I was trying to recall which shape has what name. I haven't yet tested nor seen Vagrant or Riven moving about as I meanwhile spent all that time to finish my playthrough with v0.8 version of the mod. Looking forward to seeing new stuff in my new playthrough.

On a side of things in this thread: Kinda weird seeing my previous posts here so close together, feels odd is all. :P
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 31, 2017, 03:54:47 PM
I'm glad that I re-checked if this mod got an update or not as I was about to start a new playthrough. I gotta say I still sometimes falsely perceive some default faction fleets as some non-default faction fleets due to unfamiliar dots of ships I spot in most fleets, that is until I gaze over what name and color a fleet has which I do anyways to see if it is hostile or not.

I've also grown used to seeing many ships from this mod in multiple fleets of all default factions during battlescape. Ships like Taurus, Wren, Chakram, Gladiator, Harrier, Junker, Katrina, Manta, Retribution.. oh my! :) Went over the ship sprites just now as I was trying to recall which shape has what name....

Chakram = Sturmovik

The ship was originally called the Chakram, but after I'd implemented it I was informed that Tyrador already had a ship of that name, so I changed the display name without bothering to go through and change all the files. Just so you know. :P


... I haven't yet tested nor seen Vagrant or Riven moving about as I meanwhile spent all that time to finish my playthrough with v0.8 version of the mod. Looking forward to seeing new stuff in my new playthrough.

The Vagrant is chiefly a pirate ship, and not that rare, so you should see it flitting about soon enough. As for the Riven, that ship was 100% an experimental design and isn't in the campaign (much like the Vendetta) so you won't see it outside of the test mission I'm afraid.


On a side of things in this thread: Kinda weird seeing my previous posts here so close together, feels odd is all. :P

I guess most of the other players of this mod post their feedback directly to me in the Discord channel.  8)
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: Drokkath on January 01, 2018, 12:31:00 AM
Chakram = Sturmovik

Ahh, that explains quite a bit. I would say "sorry my bad." but in this case I can't fault myself entirely. :D

As for the Riven, that ship was 100% an experimental design and isn't in the campaign (much like the Vendetta) so you won't see it outside of the test mission I'm afraid.

Riven sure sticks out like a sore thumb, in a good way mind you. Its hull conversion from a Falcon is just quite an unusual one but I can see why sideways it can have more thrusters and a different purpose. If anything I'd probably reinforce the left side and add a thruster or two while the launch bay must launch ships a bit more diagonally to avoid smashing its fighters against the structural reinforcment part. Bleh, it looks structurally more-or-less sound as enough mass is on the right side already, though I'd still add a structural support for the left side. :P

I guess most of the other players of this mod post their feedback directly to me in the Discord channel.  8)

Good to know, I do have Discord account but I tend to take time forming my thoughts and in turn my reply speed is too much slower. It's why I stick to old fashioned forum posts.
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: Spess Mahren on January 22, 2018, 09:18:40 AM
How rare is the Sturmovik (S) supposed to be? I have been playing with the mod for awhile but I have never been able to find one in the campaign.
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 22, 2018, 09:09:04 PM
How rare is the Sturmovik (S) supposed to be? I have been playing with the mod for awhile but I have never been able to find one in the campaign.

How rare? Very rare.

It definitely spawns - I've seen it spawn in a Scavenger fleet myself during testing - but it's extremely hard to come by. If you find one, consider yourself extremely lucky!  ;D
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 26, 2018, 10:02:42 PM
Just added a couple more gifs to the Weapon Demonstrations tab in the OP. Enjoy!
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: Serenitis on February 26, 2018, 12:47:51 PM
Been playing with this for a while, and have been enjoying it greatly.
Finally found some Swift missiles and had a bit of a problem.
This happens when I fire the medium mount version in a "live" battle. (Simulator seems to work fine, which is odd.  ???)
Spoiler
Code
4391993 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
at com.fs.starfarer.combat.ai.missile.MissileTwoStageSecondUnguidedAI.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.d.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.d.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.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]
Which causes a java popup repeating the first line of the exception to take focus, and boots you back to the desktop when cleared.
I would have picked this up sooner, but Swifts seem to be vanishingly rare.

Mod list for reference:
Spoiler
Audio+
BRDY
Buffalo IIs
DARA
Dynasector
GraphicsLib (comaptability only - no effects because toaster)
Hegemony Auxiliary
Imperium
Lightshow
A custom Portrait pack
SWP
Stop Gap
Underworld
Unknown Skies
[close]
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on February 26, 2018, 09:10:14 PM
Been playing with this for a while, and have been enjoying it greatly.
Finally found some Swift missiles and had a bit of a problem.....


 ??? That is... Very strange. That's pointing to an issue with the stock game files, specifically the AI for the missile type "MISSILE_SECOND_STAGE_UNGUIDED", which the Swift uses - for reference, it's the same missile AI used by the Squall MLRS.

I have never encountered this issue with the Swift myself, nor has anyone reported it beforehand, and the Swift as a weapon has nothing "special" about it - in terms of additional scripted stuff. I can't see any mods in your list that overwrite stock files or anything (at least as far as I know). So why this would occur, I have absolutely no idea. Even weirder, why it would occur specifically for the medium version of the Swift launcher, is utterly bizarre.

Just in case this is a strange fluke, try re-installing the mod and see if the error still occurs - and if you haven't already, try to see if the same issue occurs with the small mount version (and perhaps even the single-shot Swift Burst Launcher). At the same time I'll ask the folks in the know on the Discord channel, and see if anyone can shed light on the error.

Other than that, aye the Swifts are a little rare, more-so with additional mods of course, but all the same I'll take a look at their Dynasector spawn weights and perhaps throw them on a few more default variants as well to up the market spawn.



EDIT: Asked on the Discord and gathered a few more questions, specifically to pinpoint if this is a DaRa only issue or a conflict with another mod.

Quote
- What were you fighting against, what ships were in the battle?
- Did it crash immediately on firing the missile or later?
- Do you remember what specific ship it was fired at, or which ship the second stage might have fired at?

Any other situational features you noticed during the crash would be helpful.

(Oh, and mod versions is also important to know in case of version compatibility)
Title: Re: [0.8.1a] Disassemble Reassemble v0.10 - Another lovingly kitbashed ship pack!
Post by: Serenitis on February 27, 2018, 10:52:56 AM
Tried the save again, and could not get the error to appear. Reloaded and doublechecked - Nothing.
Checked the sim again, and nothing.
Re-installed. No difference, seems to have no issues at all.

- What were you fighting against, what ships were in the battle?
A low level named bounty, mostly pirate junkers and a support carrier.
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/dara%20swift%20tshoot%2001_zpsctzeflrb.png)
[close]

- Did it crash immediately on firing the missile or later?
It was long enough for 3 (maybe 4) missiles to clear the launcher before the error popped.

- Do you remember what specific ship it was fired at, or which ship the second stage might have fired at?
I had intended to fire it at a frigate (decurion) directly in front of my flagship, but a broadsword wing 'overflew' it at the same time I clicked. So it could possibly have been targetted at them instead.
The swifts were grouped with a pair of small mounted BRDY rage srms, not that that should matter.
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/dara%20swift%20tshoot%2002_zpsx19zb5uc.png)
[close]

Mod Versions:
Spoiler
Audio+ 1.0.3
BRDY 0.9.0
Buffalo IIs 0.0.3
DARA 0.8
Dynasector 1.3.2
GraphicsLib 1.1.0
Hegemony Auxiliary 1.1
Imperium 1.17.2
Lightshow 1.32
A custom Portrait pack 1.0.0
SWP 1.3.0
Stop Gap 0.1
Underworld 1.1.2
Unknown Skies 0.21

I am aware that I need to update some most of these.
Time willing, I might even manage that someday.
[close]

Quote
Even weirder, why it would occur specifically for the medium version of the Swift launcher, is utterly bizarre.
I wouldn't read too much into that, as I have never seen either of the small mounted versions 'in the wild'.
This whole thing is weird as hell, and I feel like a bit of a heel for potentially wasting your time now I can't reproduce this even with the same battle in the same save.
(http://i12.photobucket.com/albums/a224/Tifi78/Smilies/mystery-on_zpsb1ac10bc.gif)
Title: Re: [0.8.1a] Disassemble Reassemble v1.0.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 24, 2018, 01:05:45 AM
Major Update: v1.0.0 - Grabbing the Bull by the Horns!

... You know what?

I'll let you read the changelog. 8) I have asteroids to mine.

(https://i.imgur.com/oKckk04.png)
Title: Re: [0.8.1a] Disassemble Reassemble v1.0.0 - Another lovingly kitbashed ship pack!
Post by: Drokkath on March 24, 2018, 05:28:22 AM
O_O

...

Yes, I know what! I'm gonna reverse-engineer and upgrade a copy of that laser into the most gruesome particle-laser to slice'n'blast my foes to chopped up blown scraps! Awesomely metal AF! :D *downloads the mod and starts testing & modifying the new weapon*

Oh nice, it is indeed a particle beam and a decent one but exclusive to the Starlifter, time for me to install a more OP version of it into one of my super-ships. Mwhahah!

*some fiddling later*
Finally I now possess a proper "frell off" prototype particle-laser(death)beam. 8) Love the fact that the default particle-beam already has an unique sound with a kick to it.
Title: Re: [0.8.1a] Disassemble Reassemble v1.0.0 - Another lovingly kitbashed ship pack!
Post by: Bastion.Systems on March 24, 2018, 07:30:38 AM
I held back for the longest time as I thought that some of the ships looked kinda bad but these new ones are approaching vanilla quality.

Gonna download dis.
Title: Re: [0.8.1a] Disassemble Reassemble v1.0.0 - Another lovingly kitbashed ship pack!
Post by: gun&drink on March 27, 2018, 05:57:35 AM
I love that bull carrier, really nice for support carrier. good stuff in general but that one takes the cake both in aesthetics and usefulness
also is it just me or some of the ships are really hard to come by? I have seen most of the smaller ones for a while now, but the Starlifter and the capital are nowhere to be seen
Title: Re: [0.8.1a] Disassemble Reassemble v1.0.0 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on March 27, 2018, 09:19:47 AM
At first I told mysell "Oh **** a new version, I need to finish next patch for my own mod so I can play both!", so thanks for ultra-motivating me :D

The new sprites are rellay nice. I especially love the new Wren (the old one was a little bit, cartoonish?)
Title: Re: [0.8.1a] Disassemble Reassemble v1.0.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 27, 2018, 10:06:27 PM
I love that bull carrier, really nice for support carrier. good stuff in general but that one takes the cake both in aesthetics and usefulness

Glad you like it! It was fun to find a role for it, and the "raider carrier" I felt was fairly unique.

also is it just me or some of the ships are really hard to come by? I have seen most of the smaller ones for a while now, but the Starlifter and the capital are nowhere to be seen

Some ships are definitely less common than others, the Starlifter for one, and the Sturmovik (S) is exceptionally rare - if you find one then do let me know by the way!

As for the Vendetta, you won't see that anywhere in the campaign as it isn't integrated yet. (I'm sure I mentioned that next to its sprite in the thread...  ??? ) It's undergoing sprite cleanup - a pretty monumental task - and it won't be integrated into the campaign until it's in a better state.

The new sprites are rellay nice. I especially love the new Wren (the old one was a little bit, cartoonish?)

The problem with the old Wren was that it was, well... Old.  ;) Seriously, it was one of my first ever kitbashes, before I learned how to make stuff look good. It's been in desperate need of a resprite for a while for that reason.
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on April 13, 2018, 08:58:52 PM
Minor Update: Version 1.1.0

Cleaning up my biggest mistake from the previous update, the Warhammer Superheavy Fighter, now with a much tamer and more transparent loadout. Still packs a punch though, don't worry!

Other than a few other minor changes, we also have a brand-spanking new ship in the form of the Lysander, an elite Destroyer Leader designed for one purpose and one purpose only: To be piloted by the player alongside late-game capital ship combat fleets. It might be taking leaves out of the books of other elite destroyers, such as Blackrock's "Desdinova" and Dassault Mikoyan's "Snow Goose", but the Lysander is unique in its own special ways and sure to impress.

Two other additions are the new Manticore Cannon, an oversized flak cannon that plays the ballistic counterpart to the Mining Blaster; and a modular hullmod for overhauling a carrier's nanoforges.

I've got a list of other changes to make in future, but those will be for another update, so for now, enjoy!

As always, check the OP for more details.
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.0 - Another lovingly kitbashed ship pack!
Post by: Arkar1234 on April 13, 2018, 10:47:21 PM
I need to remember that all disassemble reassemble updates LOOOOVE breaking saves.

There goes my lv-58 run ;_;
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.0 - Another lovingly kitbashed ship pack!
Post by: NightKev on April 13, 2018, 11:07:50 PM
I need to remember that all disassemble reassemble updates LOOOOVE breaking saves.

There goes my lv-58 run ;_;
Use save transfer to continue it.
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on April 14, 2018, 01:54:21 AM
I need to remember that all disassemble reassemble updates LOOOOVE breaking saves.

There goes my lv-58 run ;_;

Wait, this update doesn't break saves.  ??? It doesn't remove anything.
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.0 - Another lovingly kitbashed ship pack!
Post by: Arkar1234 on April 14, 2018, 03:36:23 AM
Well it happend during the switch from 1.0 to 1.1, not sure what went wrong but something happened.

-

Also Kev I've wasn't expecting a this to be an accidental save breaker  :-\ . Can't get it back I'm afraid. Since reusing to older version of the mod to loadup the save file didn't work.
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on April 14, 2018, 03:59:50 PM
That's... Strange. I'm genuinely lost as to why this update would break saves, but ah well. That kinda sucks.
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.0 - Another lovingly kitbashed ship pack!
Post by: A Random Jolteon on April 14, 2018, 04:50:42 PM
That's... Strange. I'm genuinely lost as to why this update would break saves, but ah well. That kinda sucks.
The name of this mod has gained so much power that it is now striking out against everything in an attempt to disassemble everything involving Starsector so that it may reassemble it to its own liking.
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on April 14, 2018, 05:31:46 PM
Oh no they're onto me and my master plan!  :P
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on April 21, 2018, 06:44:40 PM
Patch Update: Version 1.1.1

Just some housekeeping. The Triton has received a rejig of its logistical capacities to be somewhat more sensible; Mining Beam Nodes no longer target ships; and the Burst Flare Launcher on the Harrier and Sparrow has been given a more random spread. Nice and simple - your saves should be perfectly safe!

As always, check the OP for more details.
Title: Re: [0.8.1a] Disassemble Reassemble v1.1.1 - Another lovingly kitbashed ship pack!
Post by: Drokkath on April 22, 2018, 02:31:30 AM
Nice! That Sturmovik MkII (I'm not sure how my eyesight managed to miss this one weeks back) and Triton look quite interesting to me along with Wren (P), Gladiator, Gladiator-F and Katrina. The latter three I've been noticing more often due to their design.

One could scrap together a nice low-tech/mid-tech salvage/combat fleet with only this mod consisting of ships like Mirage, Taurus (D), Junker, Gladiator, Katrina, Vagrant, Sturmovik MkII, Mousetrap and Bull. The ships I just listed fit relatively well with each other looks-wise in a piratey scavenger clunker fleet as they share the same bulky rustic robust look and feel. Not sure how well would they actually work in the game as I haven't tried such a combination of ships yet. A couple of Mousetraps and a Bull or two ought to certainly give some considerably stronger edge in combat.

One of these days I gotta make my low-tech raider fleet idea finally a thing in SS, in fact I'm considering just that for my next playthrough.
Title: Re: [0.8.1a] Disassemble Reassemble v1.2.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 01, 2018, 05:50:34 PM
Update: Version 1.2.0

Cleaning up and spreading out some new content! As well as a stocky high-tech cruiser in the form of the Outlander, we also have a new hullmod for converting fighter bays into cargo bays (huge thanks to Nicke535 for scripting assistance), and two single mission scenarios for you to try and set a high score in, one of which also involves a new elite fighter you won't find anywhere else... May the hand of Ludd guide you!  ;)

Existing content alterations are mostly minor, but the Incendere should no longer spawn everywhere AAAAA THANK GOODNESS!  8) The house-favourite Lysander has also received a minor buff (as well as a rather dashing touchup to the white highlights), and the Firebird has conversely been nerfed somewhat.

As always, check out the OP for more details, and enjoy the update!
Title: Re: [0.8.1a] Disassemble Reassemble v1.2.0 - Another lovingly kitbashed ship pack!
Post by: Drokkath on June 01, 2018, 07:52:11 PM
Woah, that's an awesome looking new high-tech ship. It looks like something I can definitely put to use thanks to its design. Just started a new game a few hours ago after a long hiatus from the game.

EDIT:
Nice! Outlander surprised me about its usefulness. The assault variant sure builds up flux fast (depending on the use) due to all the firepower it has but I can't help but love the fact that when it hits something, it hits hard. Have flown ships similar to that effect so it's not as hard for me to use such ships as it once did.
Title: Re: [0.8.1a] Disassemble Reassemble v1.2.0 - Another lovingly kitbashed ship pack!
Post by: lechibang on June 08, 2018, 09:10:03 AM
Would you still be making more ships though? Quality mod you have there and it's be a huge shame to see it rot away.
Title: Re: [0.8.1a] Disassemble Reassemble v1.2.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 08, 2018, 04:04:21 PM
Would you still be making more ships though? Quality mod you have there and it's be a huge shame to see it rot away.

Probably not, though don't for one second think that means this mod is "rotting away"! Disassemble Reassemble now has 30 ships as well as a wide selection of weapons and fighter wings. Much as I'd love to just keep churning out ship concepts, I don't want this mod to be dragged down by content bloat, so I'm resisting the urge to add more ships. I might do a few more weapons and hullmods perhaps, but I also have a few concepts for missions and campaign-level interactions, so there will still be more to come.

Oh, and the upcoming version of the mod (no ETA I'm afraid) should be a welcome relief to many, many people.  :-X
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 09, 2018, 09:22:48 PM
Update: Version 1.3.0

She's been a long time coming... But she's finally here.

Spoiler

(https://i.imgur.com/Fw4r1Dh.png)

[close]

Oh, and so is support for Version Checker.  :-X
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.0 - Another lovingly kitbashed ship pack!
Post by: Noomsy on June 11, 2018, 09:17:57 AM
Very nice, just wanted to chime in and say this has grown into a very nice ship content mod.

Thanks for all your hard work.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 11, 2018, 11:04:39 PM
Thanks, that's very kind of you to say, and I'm glad you enjoy the mod.  :D
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 27, 2018, 11:55:54 PM
[ATTENTION!]

Please be aware that the modding community has received recent reports of certain hosting service websites being sources of malware, and MediaFire is not named in the given list of "trusted" sites. After having several folks tell me that MediaFire is not a safe hosting service, and since I have already started utilizing BitBucket for the sake of Version Checker, I have decided I may as well also host Disassemble Reassemble's files there too - the OP of this thread has been updated with the new download link. You can still download the mod from MediaFire if you really want to, but at your own risk.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.0 - Another lovingly kitbashed ship pack!
Post by: A Random Jolteon on June 28, 2018, 09:17:45 AM
[ATTENTION!]

Please be aware that the modding community has received recent reports of certain hosting service websites being sources of malware, and MediaFire is not named in the given list of "trusted" sites. After having several folks tell me that MediaFire is not a safe hosting service, and since I have already started utilizing BitBucket for the sake of Version Checker, I have decided I may as well also host Disassemble Reassemble's files there too - the OP of this thread has been updated with the new download link. You can still download the mod from MediaFire if you really want to, but at your own risk.
...I used Mediafire a few days ago...Well thanks for telling me anyway!
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.0 - Another lovingly kitbashed ship pack!
Post by: Lesolan on June 28, 2018, 11:24:03 AM
[ATTENTION!]

...and since I have already started utilizing BitBucket for the sake of Version Checker, I have decided I may as well also host Disassemble Reassemble's files there too...

What a ***. Just wasted time making ANOTHER account to a place I only nee one thing from and this time I can't even access the files. So thanks for that, I guess.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.0 - Another lovingly kitbashed ship pack!
Post by: Snrasha on June 28, 2018, 12:57:32 PM
[ATTENTION!]

...and since I have already started utilizing BitBucket for the sake of Version Checker, I have decided I may as well also host Disassemble Reassemble's files there too...

What a ***. Just wasted time making ANOTHER account to a place I only nee one thing from and this time I can't even access the files. So thanks for that, I guess.

Bitbucket or mediafire do not need a account for download their file. He have just put the link on private. But like he have not noticed that(like this is the dev of the project), you will need to wait than he is wake up.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 29, 2018, 12:17:27 AM
Sorry about that folks, fixed now. I foolishly presumed that BitBucket's "private" setting would be more like that of Pastebin, where it isn't visible unless you have a link - turns out it just blocks the whole thing from being accessed, so I've switched it to public.

What a ***. Just wasted time making ANOTHER account to a place I only nee one thing from and this time I can't even access the files. So thanks for that, I guess.

As for you Lesolan, I'll have you know I'm exactly the same as you - I detest making accounts on things for just a single use, and that's one of the reasons it took me so damn long to add Version Checker support for Disassemble Reassemble. This was a genuine mistake due to my unfamiliarity with using BitBucket as a hosting service, and I politely request you keep your rudeness out of this thread, and the whole forum for that matter.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on July 06, 2018, 04:15:22 PM
Update: Version 1.3.1

Always more cleanup to be done. Favourite of this version: a smoothly updated Triton, with a cleaner (and beefier) sprite as well as increased armour stats.

As always, check the OP for more details.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: tzuridis on July 17, 2018, 02:38:19 PM
Question I am getting some errors in my log and some of them seem to be from this mod

Code
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_insurgent] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_vagrant_Old] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_seraph_carrier] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_zeta] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_sparrowhawk] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [ae_command_center] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_drake] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_pagurus] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_lepisma_phase] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_riven] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_lepisma] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_katrina_Old] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_scimitar_ftr] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_retribution_BACKUP] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_vagrant_Old_gunpod] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_mole_ftr] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_vendetta_Old] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_vigilance_carrier] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_triton_BACKUP] not found in ship_data.csv
553472 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [dara_limulidae] not found in ship_data.csv

While that one above is not what is causing my game to crash I was wondering if this was also a part of this mod:

Code
552562 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [dara_combatburst] not found in weapon_data.csv
552563 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [target_painter] not found in weapon_data.csv
552563 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
552563 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [dara_automortar] not found in weapon_data.csv
552564 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

As these lines are supposedly what/where the crash is happening.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on July 17, 2018, 11:21:41 PM
Question I am getting some errors in my log and some of them seem to be from this mod


The errors you're seeing there are due to disabled weapon and ship files in the mod - they don't actually hurt the game beyond (I think) a tiny addition to load time, although I should probably remove them from the public versions of DaRa. I only keep the old files around in case I decide to ever re-use the concepts. Any mod with weapon/ship files that aren't actually referenced in the relevant CSV stats file will have those errors... My mod in particular just happens to have quite a few.

The crash is not caused by those errors however; I'm afraid I'm not sure what it's being caused by, but it seems to be be something related to an MIRV spec? I'm fairly sure it's not caused by DaRa, or if it is it must be in conjunction with another mod because no-one else has reported this issue in the current version - and it works fine on my device. ;)

Can you please provide your full mod list? Some mods are known to be unstable and one of them could be the culprit.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: tzuridis on July 17, 2018, 11:27:50 PM
Thanks for the reply Axle and it is good to hear that is not the problem as it removes an option as to what is causing the problem. I have attached a screenshot of my full mod list in this thread if you don't mind taking a look:

http://fractalsoftworks.com/forum/index.php?topic=13528.msg227925#msg227925

Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on July 17, 2018, 11:33:56 PM
Hmm, I can't see any problem mods in that list. I also see you referenced another user with the same issue - they said they'd only recently installed the game, have you as well? If so (or even if not), perhaps try re-installing the game, as it has been known for the game to sometimes load incorrectly. A delete-and-reinstall usually fixes that, if that is indeed the cause.

Are you also using the latest version of all those mods? And, in fact, the latest version of Starsector itself?
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: grinningsphinx on August 05, 2018, 11:25:09 PM
Thanks for your help the other day Axle! Looks like the user above also had a conflict with SCY maybe:)


The mods a nice addition to S/W pack and adds a lot of diversity to the grind:)

Btw, is there a reason why the Sunburst scattercannon is 28 points? Its dps and range are pretty abysmal for 28.   The Devastator cannon seems quite better at 20, and 100 more range.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on August 06, 2018, 11:11:46 PM
Glad you're enjoying the mod, and I'm only too happy to be of service.  ;)


Btw, is there a reason why the Sunburst scattercannon is 28 points? Its dps and range are pretty abysmal for 28.   The Devastator cannon seems quite better at 20, and 100 more range.


Have you tried using it at all? Numbers don't always tell the whole tale: it's actually a far more efficient armour-cracking tool than you might think, and highly accurate at that.

As for comparing it to the Devastator, while that capital-grade flak gun has a lot of damage up its sleeve, it's spread out over much of its range band so its effective damage is much lower than it would suggest. Also while it has similar per-shot damage, the Devastator's shells are proximity-fused flak shells, so only rarely will they do the full damage against a target. Again, pure numbers don't tell the whole story of a weapon's (or ship's!) capabilities. ;D Try the Sunburst out for yourself perhaps and then come back to me, eh?
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: A Random Jolteon on August 07, 2018, 07:52:30 AM
Btw, is there a reason why the Sunburst scattercannon is 28 points? Its dps and range are pretty abysmal for 28.   The Devastator cannon seems quite better at 20, and 100 more range.
I have yet to use it in any serious battle as I have yet to buy it (Rarely seen it actually). However, at mac range, the spread is VERY good. You'll actually hit a good chunk of shots on a broadsword at max range, and the shots that miss won't miss by much.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: Retry on August 08, 2018, 04:47:16 PM
Since it looks like SS might be updated soon-ish and I've managed to get myself hopelessly addicted to this game (and its mods) in the past month, I might as well make an account to put in my 2c.  First, thanks for this mod, it's a really sweet expansion!  I'm particularly enjoying the Machete laser, Swift Launchers, and the Piranha (LP) bomber (bombers with Hammer torpedos/missiles seems like so common-sense to me in hindsight that I wonder how no one came upw ith that before).  I wish I could find any Lysander DDs or the Starlifter Platform in my current campaign play-through but that's certainly my fault for having a dozen different mods on at one time.

I'm a bit confused on the Scattergun myself.  Comparing it to the Devastator's odd IMO since the latter is a quirky point-defense flak gun, but I came up with a similar conclusion on my current campaign but comparing it to the Hephasteus Assault Gun.

Although keep in mind that I slightly altered a few specs with the base game (increased the Officer & Player level cap, as well as the max # of ships possible in the Player's fleet), have the fleet battle size setting set for larger battles than normal, have only been playing for ~1 month, and have exactly 1 post to my name, so feel free to take the entire thing with a mountain of salt.

Basically, my experience was that I looted some Sunburst Scattercannons from some large fleet, used them myself on some Capital ships for a while, but ended up substituting them for the vanilla Hephasteus Assault Gun, didn't miss 'em at all and with the spare 8-24 OP I think I ended up with overall better designs.

If I could sum up all my observations into one overly-simplistic sentence, it's this: The Sunburst is a Hephasteus Shotgun.  The damage per shot is similar and both are HE weapons.  The biggest difference between the two is the Hephasteus delivers its damage as a stream, like a big machinegun, and the Sunburst delivers its damage in... well, bursts, bursts of space buckshot every 1.5 seconds.  In theory the Sunburst should have a slight advantage for bunker busting due to slightly higher projectile damage if I'm understanding the intricacies of armor on the wiki correctly, in practice I found the Heph's slightly higher DPS to ultimately make that difference up so I didn't notice any significant difference in performance for blowing out plates.  Coupled with the Heph's lower flux costs, slightly more forgiving flux profile (steadyish stream of flux for firing instead of a modest jump per blast), and a 900 unit range (typical among ballistic weapons), IMO it's more versatile and a cheaper alternative, and made the Scattershot really hard to justify in my configurations no matter how much of a shot I gave it.

If it helps at all, the ships I tried with the Scattershot include the Underworld mod's Infernus(?)-class Battlewagon on the front-right large hardpoint and this mod's Vendetta BB.  I never even bothered mounting it on an Onslaught as that hull is choking for flux as it is.

Again, just my observations, I'm loving the mod overall and I'm looking foward to seeing what else you cook up.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on August 08, 2018, 11:05:29 PM
Hi there Retry, welcome to the forums, and thanks for using the mod!  ;D I'm glad you're enjoying the aspects of it - do keep an eye out for Starlifters and Lysanders. They aren't common, but they aren't hugely rare either, so if you look around in a mid-late game situation you should spot one in a fleet or market soon enough.

As for the Sunburst, I think I will review its stats when I get a chance. I haven't done much for DaRa in the last few weeks as I've been busy with other projects (not all SS related) and there's not a huge amount more I can add to the mod, but there's always balancing to be done - I just try not to look sideways at my own content balance (unless it's a straight bug) until multiple people call the same thing out. Majority rules after all.  ;)
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: ANGRYABOUTELVES on September 16, 2018, 01:38:08 PM
The problem with the Starburst is that a shotgun-style weapon has anti-synergy with the HE weapon type. HE weapons function best as either steady-stream weapons, like the LAG and Haephestus, or heavy burst weapons, like torpedoes and the Hellbore. Steady-stream HE weapons have a high fire rate to force shields to be continually raised and pounded by kinetics, but take a while to break through heavier armor due to low per-shot damage; heavy burst HE weapons quickly bust through heavier armor with their high per-shot damage but are easily shield-flickered due to low fire rate. The Starburst has the per-shot damage of a steady-stream weapon but can be shield-flickered like a heavy burst weapon; the worst of both paradigms. This isn't a fundamentally crippling problem, it just needs slightly higher numbers than you'd expect to make up for this. Unfortunately the Starburst has 800 range and (IIRC) less than 1:1 flux efficiency, so it's not starting off well. I think all it needs is 900 range and its flux cost reduced, as the other aspects of the weapon are good.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: Retry on September 16, 2018, 03:07:55 PM
The problem with the Starburst is that a shotgun-style weapon has anti-synergy with the HE weapon type. HE weapons function best as either steady-stream weapons, like the LAG and Haephestus, or heavy burst weapons, like torpedoes and the Hellbore. Steady-stream HE weapons have a high fire rate to force shields to be continually raised and pounded by kinetics, but take a while to break through heavier armor due to low per-shot damage; heavy burst HE weapons quickly bust through heavier armor with their high per-shot damage but are easily shield-flickered due to low fire rate. The Starburst has the per-shot damage of a steady-stream weapon but can be shield-flickered like a heavy burst weapon; the worst of both paradigms. This isn't a fundamentally crippling problem, it just needs slightly higher numbers than you'd expect to make up for this. Unfortunately the Starburst has 800 range and (IIRC) less than 1:1 flux efficiency, so it's not starting off well. I think all it needs is 900 range and its flux cost reduced, as the other aspects of the weapon are good.
How about range + more projectiles instead of a flux cost reduction?  If a 5th (or even 6th) projectile is added w/o too big of a flux increase then it's even more of a space shotgun and may be worth 28 OP just by raw power.  Another good high-performance large ballistic weapon would be a very nice option to contrast with the plethora of common medium-cost and cheap ballistic guns in Vanilla and sometimes other mods (Devastator, Hellbore, Mk.9, Hephasteus in Vanilla, + the Aegis in SWP)

I still haven't found a Starlifter, but I did get my hands on a Lysander.  It's definitely a joy to fly!  Also discovered that the Manta can be surprisingly lethal with Thunders as its air wing, pesky buggers.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 16, 2018, 10:58:52 PM
Interestingly I've actually opted to go the opposite route with the Starburst, to slide better into the "heavy burst" category rather than the "steady stream" one. It's now got vastly better on-hit damage, and longer range too at the expense of number of shots and a little accuracy, and I've made it even more flux hungry to account for the upped damage (so it's still a less than 1:1 damage/flux ratio). For those curious, these are the current notes in the development changelog:

Quote
- Altered characteristics of Sunburst Scattercannon:
   - Reduced shots per burst from 4 to 3
   - Increased range from 800 to 1000
   - Increased damage per shot from 160 to 250
   - Increased flux per burst from 800 to 900
   - Increased spread from 5 to 7 degrees



I still haven't found a Starlifter, but I did get my hands on a Lysander.  It's definitely a joy to fly!  Also discovered that the Manta can be surprisingly lethal with Thunders as its air wing, pesky buggers.

Super-glad you're enjoying the Lysander!  ;D It was designed wholly to be fun to fly, and it's really inspiring to know that somehow I achieved that. Just be careful with the Stormrider Drive, if you make a mistake or get into a bad place, it's far harder to get out again than other mobility systems might allow.

As for the Manta, that humble little destroyer continues to surprise people! It's always been that ship that people are dubious of its potential... Until they give it a go.  :P And aye, it definitely synergizes with a fast fighter - and there ain't much faster than a Thunder!
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: Retry on September 17, 2018, 03:39:56 PM
Interesting changes to the Sunburst.  I'll be sure to give it another try in the next update.

I originally didn't think much of the Manta until I got unexpectedly and completely schooled by one (in the Simulator, so no actual losses fortunately).  The small mounts don't seem like much until those Thunders wiggle around your shields and disables your engines with ion cannons, most of your PD/anti-fighter systems, and leaves you rotating in space as a helplessly easy target for the Manta itself.  (Come to think of it, maybe I'll try it with Claws.)

Any chance to see more variants of current DaRea craft?  Like a Vendetta XIV, a Manta XIV, a Lysander XIV?  Or a Knights of Ludd version of the Manta?  A Lion's Guard Lysander?  Tri-Tachyon Lysander? (+flux stats and/or switching ballistics to energy)

Or even "super" variants of something like, say, the Lysander with its own fleet for SWP's International Bounty Board?
No, I don't have a problem, thanks for asking
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 17, 2018, 11:11:08 PM
Just gonna gloss over the facts of:
- I detest (and suck at ) doing paintjobs;
- I was hoping to avoid excuses to add more content to this mod.



Now then.

Any chance to see more variants of current DaRea craft?  Like a Vendetta XIV...

"F*** spriting capitals."  :-X A Vendetta XIV would be mad fun and full of cool concepts, I'm sure, but given that it's still a WIP sprite and has been so for like a year now, I really don't want to make another one.  :P

... a Manta XIV, a Lysander XIV?  Or a Knights of Ludd version of the Manta?

Hmm. Potentially, potentially. I wouldn't mind doing some CGR skins of ships, though I wasn't sure which ones. A Manta (CGR) wouldn't be a bad one - doesn't have to have any stat changes after all, just a green livery. Lysander XIV is less likely for lore-related reasons - it's a quite unique ship already. An XIV version of it might be too good, though changing some weapons around on it could be fun.

A Lion's Guard Lysander? 

The Lion's Guard variants of ships are part of the Ship&Weapon Pack mod, ie. not a vanilla feature, so a pretty definitive no to that I'm afraid.

Tri-Tachyon Lysander? (+flux stats and/or switching ballistics to energy)

Now that could be interesting. Though, beyond changing ballistics to energy and perhaps improved flux stats, I'm not sure what I could really do to it to make it work. The Lysander is already a "high mid-tech" ship as it is - converting it to high-tech probably wouldn't do that much to it.

Or even "super" variants of something like, say, the Lysander with its own fleet for SWP's International Bounty Board?

Sadly that one can't happen since I can't setup such a mission at my end - Dark.Revenant handles IBB missions in SWP itself. But I agree it's fun to think of, hehe.
Title: Re: [0.8.1a] Disassemble Reassemble v1.3.2 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 21, 2018, 04:37:41 PM
Minor Update: Version 1.3.2

Just a couple of fundamental changes to the Vendetta and the Sunburst. Why not take them for a spin together?  ;D
Title: Re: [0.8.1a] Disassemble Reassemble v1.4.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 13, 2018, 11:00:59 PM
Update - Version 1.4.0

*** THIS UPDATE WILL BREAK SAVES ***

Repurposed Fighter Bays now costs OP, but it reduces monthly maintenance for every bay it removes. Cool? Cool. :D Moving swiftly on.

Luddic Path fighters? Out! Overclocked Nanoforges? Gone!

Instead of trying to deal with those balancing nightmares, I've taken a step back and concatenated the best of both worlds into something new: Overclocked fighter LPCs. Currently we have three available: the Thunder; Dagger, and Longbow, the first two of which have replaced the Thunder (LP) and Piranha (LP) in all sensible ways. More may come in future, though I don't intend to do more than four or five of these total, so don't hold your breath.  :-X

Modelling these new fast-rebuild, low-stat fighters are a run-of-the-mill Condor and a new (God help me) frigate carrier in the form of the pirate-converted Brawler Mk.II. What could possibly go wrong!?  8)

Spoiler

(https://i.imgur.com/di7WVPt.png)

(https://i.imgur.com/YGA0YrN.png)

[close]

As always, check the OP for more details, and enjoy!
Title: Re: [0.8.1a] Disassemble Reassemble v1.4.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 21, 2018, 12:45:23 AM
Update - Version 1.4.1

Looking for a runabout with pezazz? Tired of the dullness of common transports and couriers? Then why not take the new Red Arrow-class Private Yacht for a spin! Comes complete with a built-in C-Type General Purpose Shuttle armed with a mounted machine gun, and expendable High-Burn Fuel Canisters for epic nitro-boosts into or out of a fight. Go wild!  ;D

Spoiler

(https://i.imgur.com/9GoeEh1.png)

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

(https://i.imgur.com/K71Xqa1.png)

[close]
Title: Re: [0.8.1a] Disassemble Reassemble v1.4.1 - Another lovingly kitbashed ship pack!
Post by: Kwbr on October 21, 2018, 04:56:10 AM
Wow that thing looks sleek, well done
Title: Re: [0.8.1a] Disassemble Reassemble v1.4.1 - Another lovingly kitbashed ship pack!
Post by: Vayra on October 21, 2018, 12:57:49 PM
Wow, what a good-looking shuttle  ;)

(post the a gif of the nitro system)
Title: Re: [0.8.1a] Disassemble Reassemble v1.4.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 21, 2018, 12:59:26 PM
(post the a gif of the nitro system)

I intend to. :P
Title: Re: [0.8.1a] Disassemble Reassemble v1.4.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 21, 2018, 01:45:54 PM
I aim to please.

(https://i.imgur.com/kcXWR42.gif)

(It's even better with sound, trust me!)
Title: Re: [0.8.1a] Disassemble Reassemble v1.4.1-1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 21, 2018, 08:16:14 PM
Hotfix - Version 1.4.1-HF1

Just fixing some compatibility messages and wonky visuals, but the new Red Arrow got a little bit cooler. ;) Enjoy!
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 27, 2018, 12:01:52 AM
Update - Version 1.5.0

Starsector Race Mode - Waypoint Time Trials
A brand new, experimental single mission that puts you in the pilot's seat of a pure-bred, highly-strung speed machine as you attempt to tag waypoints in a battle against the clock!

(https://i.imgur.com/QFC9Nco.png)

The 34th annual Persean League Grand Prix. The most prestigious and thrilling starship rally race in the Sector. Your pit team have been toiling away for hours on end making sure your ship is running smooth, hot and fast; your flight crew are in the simulators, brushing up on their maneuvres and course planning; your public representative is giving you a huge thumbs up in front of the waving, screaming crowds of fans displayed on the holoscreen.

Ready to race? Start your engines!
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.0 - Another lovingly kitbashed ship pack!
Post by: Vayra on October 27, 2018, 01:03:54 AM
oh hell yes
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on November 09, 2018, 01:56:12 PM
Update - Version 1.5.1

Starsector Race Mode - Hailstorm Alley
This time it's a head-to-head sprint through one of the most dangerous asteroid fields in the Persean Sector. Can you handle the pressure?

(https://i.imgur.com/aYHvr2h.png)

This is one of the shortest yet most gruelling stages of the rally, which pits competing ships in a head-to-head sprint directly through the thickest portion of Guayota's Disk. Here, the ring system is plagued by debris fragments, meteors and asteroids, often moving at huge relative speeds and threatening to crush any unprepared ship that dares venture into their path. Pilots sport the most intense concentration in order to avoid collisions here, and engineering crews are worked overtime to keep their ship's maneuvering systems from overheating. This stage, often referred to as 'Hailstorm Alley', is infamous for proving time and time again that the PLGP is not for the faint of heart.

Spoiler
Oh, and watch out for a rare but dangerous new pirate ship: the Gypsy Moth class Light Destroyer. She might look like a jumble of parts, but don't let that fool you...
[close]
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.1 - Another lovingly kitbashed ship pack!
Post by: Death_Silence_66 on December 01, 2018, 03:44:25 AM
Any ETA on a .9a update?
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 01, 2018, 11:27:16 AM
Any ETA on a .9a update?

Should be another week or two. There's a couple more big things on my to-do list, but the majority of the basics are done.
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.1 - Another lovingly kitbashed ship pack!
Post by: joppe_k on December 01, 2018, 11:49:13 PM
Happy to hear that the update is coming along!

I'd like to take to opportunity to say that DiRa is one of my absolute favorite mods for Starsector. Kitbashed they may be, but I find the designs to be very creative and good looking. I also enjoy the fact that it is not only about combat ships, but that it also has utility and support ships such as the Katarina and the Starlifter. I'd love to get my hands on a Sturmovik salvage barge! One day, perhaps, one day...  :)
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 02, 2018, 09:01:59 PM
Hehe, the Sturmovik (S) is gonna be even more special to get ahold of in 0.9, since I'm leaving it without a blueprint - you'll only ever encounter it as the ship itself.
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.1 - Another lovingly kitbashed ship pack!
Post by: joppe_k on December 03, 2018, 11:28:14 PM
Tell you what, I'm very much fine with the Sturmovik (S) being very rare. That means you'll get a proper finders thrill once you do come across the ship. :)

I would guess that the backstory of the ship would be something along the lines: The ship is a limited run conversion from the normal Sturmovik destroyer, made by an eccentric ship builder back in the heydays? Hence, since all of the ships in existence are conversions, there would be no "proper" blueprint for the design.

Here's some food for thought, in case you want to expand the mod in the future: Now that we can receive missions from bars, how about once you HAVE found the ship, a spacefarer in a bar will recognize the Sturmovik (S), and tell you the backstory of their creation? This would then allow the player to to embark on a series of missions to find the birthplace of these ships, and possibly unlock even the blueprint.
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 04, 2018, 09:22:15 PM
@joppe_k Err, have you actually ever looked at the Sturmovik (S)? Like, even just in the codex? Because it already has a full-fledged description explaining exactly why it's in such limited supply.

The "(S)" suffix means "Stock", usually referring to an original design specification prior to whatever became the standard version of the ship. The Sturm' (S) isn't a conversion; it's the predecessor.
Title: Re: [0.8.1a] Disassemble Reassemble v1.5.1 - Another lovingly kitbashed ship pack!
Post by: joppe_k on December 04, 2018, 11:31:41 PM
*Ehm* To be honest, I haven't. I mean, it IS a very rare ship. Sorry, I'll go read the codex entry.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 14, 2018, 03:21:57 PM
Major Update - Version 1.6.0 (Starsector 0.9a compatibility)

Consider it a Christmas present from me to you.  ;) I can't even begin to summarise what's new here, so I'll let you read the changelog for the majority of parts.

The important bits? A few ships have been swapped out - the Sparrow-class Corvette has been officially replaced in its role by the Red Arrow (which has also gained a new elite, "stealth" variant in the Black Arrow). The Taurus, one of the oldest remaining ships in the mod, has been replaced, though the similarities between it and the new Trebuchet-class Troop Transport mean I'm referring to it as an overhaul rather than removal. And, everyone's favourite novelty missile, the Kamikaze Talon Launcher, has been exchanged for something a little less (or more?) hacky: an actual Kamikaze Talon Drone fighter wing, with lots of evil red lights, wild attack patterns and a lot of damage when it manages to hit something!

And, my most painful of content pieces, the infamous Vendetta has had another moderate changeup, removing the fighter bay, updating the sprite and fiddling with some minor weapon arrangements.

I'll let you discover the rest of the updates on your own.  :P Please do bear in mind this is a first compatibility update, and several new content pieces (such as blueprint packages) have yet to be fully tested - I'm only one guy - so if you find anything amiss please do let me know!

That aside, that's Disassemble Reassemble up to 0.9 spec, so get your copy today and enjoy!

As always, check the OP for more details.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Tei on December 14, 2018, 03:55:47 PM
DARA update has come and so have I!
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Dal on December 14, 2018, 05:43:43 PM
Hey, this broke my save!
 ;)
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: cjuicy on December 14, 2018, 07:47:45 PM
Hey, this broke my save!
 ;)
My save seems perfectly fine. Have you updated Arsenal Expansion recently? I know that their new update breaks saves.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Dal on December 14, 2018, 10:22:47 PM
Ah, I'm just ribbing Axle. His bold red text doesn't apply in my case, but it was well worth getting the new version anyway. ;D
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: travhill20 on December 16, 2018, 05:22:16 AM
Thaaaaaaaaaaanks for the update! Love dis mod!
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Hussar on December 19, 2018, 07:56:26 AM
I haven't post here in a looong time AxleMC131, but since I've begun a new, vanilla friendly playthrough - I thought I'll comment again? It's gonna be a praise of course, since in my honest opinion this and Ships and Weapons Pack had grew to "must have's" on my load list.

Especially worthy of note would be the Red Arrow class and Acanthina. The first for simple wow factor (though it's hard to utilize early on? but a great smuggler boat), the second for how surprising it had turned out to be? Really, I love the Acanthina's and think they should be made vanilla haha, they're just superbly filling the gap that's left in high-tech transports of frigate/destroyer size (we're still missing on dd size tho). It also makes a nice, suprisingly potent alternative for the Nautilus from SWP.

There's still more to be explored but I already love it.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: DatonKallandor on December 19, 2018, 09:20:55 AM
Also gonna throw some praise in. I love how this doesn't go overboard on the weapon additions or the ship additions, just covering a few gaps and providing alternatives. There's also the least power creep out of any mod except maybe Tiandong, which is fantastic.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 19, 2018, 09:09:29 PM
Thanks for all the positive feedback guys.  ;D Just don't forget to call out any balance concerns and the like! I'd be real surprised if I'd brought the mod up to 0.9 with no real balance complications.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Flare on December 20, 2018, 04:09:37 AM
Great mod, really adds flavor for pirates and existing factions.

But the Swift Burst Launcher for me have been causing my game to crash recently. Just confirmed with the scenario in the test mission. Is this happening for anyone else? If not, maybe I should redownload.

I have the latest version 1.6.0, as well as the most up to date lazylib as well.

Code
1135163 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.Object.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: DatonKallandor on December 20, 2018, 04:37:05 AM
Thanks for all the positive feedback guys.  ;D Just don't forget to call out any balance concerns and the like! I'd be real surprised if I'd brought the mod up to 0.9 with no real balance complications.

The frigate sized ground-support ship (Trebuchet?) is probably 1 maintenance a month too cheap to be honest. It's extremely well armored for a frigate, has decent crew capacity, a built in utility mod, isn't super slow and has great hardpoints. 1 more maintenance is probably even overkill for what it is, but I don't think any vanilla ship has a .5 step in it's maintenance?
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 20, 2018, 08:21:37 PM
But the Swift Burst Launcher for me have been causing my game to crash recently. Just confirmed with the scenario in the test mission. Is this happening for anyone else? If not, maybe I should redownload.

I have the latest version 1.6.0, as well as the most up to date lazylib as well.

Strange. ??? I just gave them a test myself and they're working fine for me (that's with just DaRa and LazyLib running). Perhaps try redownloading the mod anyway, that's always a safe option. If symptoms persist blah blah blah. ;)


The frigate sized ground-support ship (Trebuchet?) is probably 1 maintenance a month too cheap to be honest. It's extremely well armored for a frigate, has decent crew capacity, a built in utility mod, isn't super slow and has great hardpoints. 1 more maintenance is probably even overkill for what it is, but I don't think any vanilla ship has a .5 step in it's maintenance?

4 supplies per month... Yep, I think you may be right. In testing it did become a fairly strong option - methinks I forgot to double-check its power versus its costs. Tying together its combat and campaign abilities, aye a maintenance raise sounds like a good option. Hindsight is 20/20 as they say.

Code
- Increased Trebuchet supply usage (maintenance and recovery) from 4 to 5 supplies
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Flare on December 20, 2018, 09:17:55 PM
More information on the swift burst launcher: The initial missile comes out fine,. The moment the missile pops and spawns multiple missiles is when the crash happens.

Update: I fixed the issue.

The dara_swift_mirv.proj was missing a few lines in the behaviorSpec that I copied from the type_1_mirv.proj of the hurricane missile.

It was originally this:

Code
	"behaviorSpec":{"behavior":"MIRV",
"splitRange":600,
"minTimeToSplit":1,
"numShots":6,
"damage":250,
"impact":15,
"emp":0,
"damageType":HIGH_EXPLOSIVE,
"hitpoints":80,
"arc":180,
"evenSpread":false,
"spreadSpeed":250,
"projectileSpec":"dara_swift_srm",
#"emptySpec":"type_1_mirv_empty",
"smokeSpec":{"particleSizeMin":10.0,
"particleSizeRange":15.0,
"cloudParticleCount":8,
"cloudDuration":1.0,
"cloudRadius":16.0,
"blowbackParticleCount":0,
"blowbackDuration":0,
"blowbackLength":0,
"blowbackSpread":0,
"particleColor":[175,100,50,200]}
}

This is the working version. The lines with the tic-tac-toe symbols after them are the new ones:

Code
	"behaviorSpec":{"behavior":"MIRV",
"splitRange":600,
"minTimeToSplit":1,
"canSplitEarly":true, ##
"splitSound":"hurricane_mirv_fire",##
"numShots":6,
"damage":250,
"impact":15,
"emp":0,
"damageType":HIGH_EXPLOSIVE,
"hitpoints":80,
"arc":180,
"arcOffset":180,[/b]  ##
"evenSpread":false,
"spreadSpeed":250,
"spreadSpeedRange":50,  ##
"projectileSpec":"dara_swift_srm",
#"emptySpec":"type_1_mirv_empty",
"smokeSpec":{"particleSizeMin":10.0,
"particleSizeRange":15.0,
"cloudParticleCount":8,
"cloudDuration":1.0,
"cloudRadius":16.0,
"blowbackParticleCount":0,
"blowbackDuration":0,
"blowbackLength":0,
"blowbackSpread":0,
"particleColor":[175,100,50,200]}
}

Are all those line required to make the mirv work? Probably not, but I'm not going to spend more time to test it.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 20, 2018, 09:42:57 PM
Are all those line required to make the mirv work? Probably not, but I'm not going to spend more time to test it.

I mean, they clearly aren't required cos my version doesn't have them and yet works fine. ??? I'm aware there are new MIRV projectile mechanics under the hood, but nothing's ever popped up telling me they're a requirement. You might have some weird mod conflict going on - what's your full modlist?
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Flare on December 21, 2018, 03:24:32 AM
Arsenal Expansion 1.5
Common Radar
Disassembly Reassembly
GraphicsLib
JP_RC
Kadur Remnant
LazyLib
MagicLib
Mayasuran Navy
ORA
Shadowyards
SkillUP
SpeedUp
VersionChecker

Edit: My hypothesis is that the speed up mod might be messing up with the mirv due to this
(canSplitEarly":true,)

I crashed again, and I suspect it might have to do with the fighter version that I did not change.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: DatonKallandor on December 21, 2018, 04:53:53 AM
I'm running DaRA, Lazylib, Magiclib, Trailer Moments, Versionchecker and my own mod and I'm not getting any crashes from swift burst launchers (and I use those a lot on the Vagrants).
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Hussar on December 21, 2018, 09:48:03 AM
I'm currently running without crashes:

Lightshow, Autosave, Combat Chatter, Common Radar, Console Commnads, Disassemble Reassemble (obvsly), LazyLib, LeadingPip, MagicLib, Rebalanced Pilums, Ship/Weapons Pack, SkilledUp, SpeedUp, UnknownSkies, Upgraded Rotary Weapons, Version Checker, Audio Plus, GraphicsLib
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 21, 2018, 10:56:34 AM
Very strange. @Flare, have you fiddled with any files in other mods, or perhaps even the vanilla settings/files? And are you using the latest versions of all those mods?

Also, on a whim, are you running on Linux? I've heard it has issues sometimes with case sensitivity, so I presume it's a more pedantic OS than Windows - perhaps it has an issue with "optional" fields in a JSON file being missing?
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Flare on December 21, 2018, 06:50:35 PM
I've made some changes in the strategic layer like number of officers, planets, and increases and decreases in the cost of some hullmods, and the speed of fleets, but other than that I have not modified anything else that would produce widespread changes in combat.

I've narrowed the problem a bit further.
I've turned off all the mods except for this one and the required libs.
I've used only the vanilla Gemini freighter carrier for the firebird bomber wings with the fighter swift burst launchers.
I've also tried each of the four lines in behaviorSpec one by one.

And the problem seems to be isolated to this line:

"splitSound":"hurricane_mirv_fire",

As in adding just this line to the behaviorSpec of the proj file will stop the error and crashing from coming up. Tried checking off the sound in the pre-screen and it still stuffed up.

Maybe it's the audio drivers hiccuping? Anyways, I've managed to stop the crashes so it's not that big of a problem, but I'm just going to post the information here in case someone else encounters the error.

Edit: Here's something interesting. Happened for the Junk Pirate Grapeshot too :o. Gonna test them all.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 22, 2018, 01:45:13 PM
And the problem seems to be isolated to this line:

"splitSound":"hurricane_mirv_fire",

As in adding just this line to the behaviorSpec of the proj file will stop the error and crashing from coming up. Tried checking off the sound in the pre-screen and it still stuffed up.

That's all you needed to add and it worked? Hmm. Well, I'll add that line myself for the next version, so hopefully that'll fix it up. Real strange that no-one else seems to be having this issue still - could just be a hiccup as you say though. When the next version comes out, if you'd be so kind as to check that all is well on your end, that would be great.  :D
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: Kittah Khan on December 29, 2018, 06:03:54 AM
Consider finding an alternative sound for the machete laser. It needs a bit of oomph.
Title: Re: [0.9a] Disassemble Reassemble v1.6.0 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 29, 2018, 12:54:43 PM
Not a bad idea. I'll see what I can do.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 30, 2018, 07:49:15 PM
Update - Version 1.6.1

[!] This update SHOULD NOT break saves, but you might experience some odd side-effects if you have a Vagrant or Junker in your fleet.

Happy (Almost) New Year!

Time for the rebellious ones to return the favour! This update features much-needed overhauls (and cleanups) of the Vagrant and Junker, which are now sharing the role of "budget warships". Now both available for custom ship production from Day 1, these two ships offer some very cheap combat potential but really shouldn't be relied on. Still, if you're ever in a desperate situation...

Taking the forefront of the fancy additions though, we have THREE new "variations" of existing ships. First up is the gorgeous Manta (P), Disassemble Reassemble's response to the "hotrodded" Falcon (P) we received with Starsector 0.9. Following close behind are a Hegemonized version of the Acanthina-M, and the demilitarized Gemini (Civ) freighter, with tidy blue paint and a generous batch of civilian penalties.

Oh, and there's also a new Remnant fighter for you to encounter out in the wilds!  :o

Alongside the additions are the usual batch of fixes, changes and balancing acts. Take a peek and see what new or old content takes your fancy today!

Spoiler

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

[close]

As always, check the OP for more details.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 02, 2019, 02:25:03 AM
I had noticed that there's another sprite for Triton in the newest update. When you plan on releasing it out? It looks like it could be a really interesting lowtech carrier that's a bit more purposefully built than a mousetrap. As long as it'd would be faster than the le'old condor of course!~
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 02, 2019, 12:42:11 PM
I had noticed that there's another sprite for Triton in the newest update. When you plan on releasing it out? It looks like it could be a really interesting lowtech carrier that's a bit more purposefully built than a mousetrap. As long as it'd would be faster than the le'old condor of course!~

Oh, whoops, I need to probably remove that.  :-X It was a random concept I toyed with a while back, as an alternate Carrier version of the Triton. However it's a role fulfilled easily by the Condor, Gemini, and even Mousetrap. Regardless, Disassemble Reassemble has plenty of ships with fighter bays as it is, and I didn't intend to follow through with a "Triton (C)" or similar. Sorry about that.  :P
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 02, 2019, 05:38:50 PM
Oh, whoops, I need to probably remove that.  :-X It was a random concept I toyed with a while back, as an alternate Carrier version of the Triton. However it's a role fulfilled easily by the Condor, Gemini, and even Mousetrap. Regardless, Disassemble Reassemble has plenty of ships with fighter bays as it is, and I didn't intend to follow through with a "Triton (C)" or similar. Sorry about that.  :P

Nah. It's your mod. But this seemed solid and I wouldn't mind seeing another lowtech carrier (with your mod and SWP - suddenly the hightech carrier roster is pretty spicy). Though I got to say that I come to like the Mousetrap. It have a drawback but for that you get the much sought out speed on this thing. So if caught in a bad spot this means there's a chance of saving the carrier if I got to feel. Since the old venerable condor is well... Slow with even the unstable injector onboard (which limits you practically to one wing of something + talon's). For triton I hoped for either full blown carrier or a lowtech gemini counterpart. Either way it'd would be interesting.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 02, 2019, 09:02:05 PM
The Triton would definitely have been a Gemini counterpart, not a proper two-deck light carrier. It's a freighter (well, "mixed goods transport") by nature already after all.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 02, 2019, 10:58:57 PM
True. Though I was expecting more of a "empty that hull so we can mount a proper hangar space inside" kind of approach.

Also I'm warming up to the Mousetrap with a nice cautious officer that's above level 12 and proper perks... Though I might have to try Timid one since AI sometimes just loves rub their shields into some angry battleships face (and fail to impress their crew with their hidden and concealed battery of small guns). You know the works.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 03, 2019, 12:59:37 AM
Hehe. Aye, the Mousetrap's become quite the enigma. I did consider giving it a hullmod that made its primary weapons battery more durable, but thought that was just too much complication. The Mousetrap is gimmicky enough as it is. But hey, a gimmicky ship with a pretty defined role!
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: grinningsphinx on January 03, 2019, 01:25:00 PM
Hehe. Aye, the Mousetrap's become quite the enigma. I did consider giving it a hullmod that made its primary weapons battery more durable, but thought that was just too much complication. The Mousetrap is gimmicky enough as it is. But hey, a gimmicky ship with a pretty defined role!

The mouse trap i was running used monodrones for 0 cost, and focused on its long range battery of guns, 4 pellet guns makes for some really good support fire...timid officer of course:)
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 03, 2019, 02:22:41 PM
While I'm using a wing of Drake's ("super talon's from SWP) and Firebird's on it. Coupled with Mousetraps good mobility this makes an interesting little carrier that can keep up with my destroyers while smacking frigates and some destroyers with ease.

I'm enjoy the swift burst torps on the Firebirds since in bigger group they have a tendency to spreading wide enough to slingshot a few rockets beyond the target's shield. It's not OP tho, since any target with shields bigger than 150 arc should be laughing, especially if they're bigger than a venture. Besides, this doesn't count the likely involvement of PD systems on it. I do though like the Firebird's a lot, enough to host them on my bigger carriers as well. It's probably because I've got quite fed up with AI using pirahnas or kopeshe's to strike a target... With me in between...
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 03, 2019, 04:09:42 PM
Ahem. Just gonna say it.

@Hussar you don't need apostrophes in plurals.  :P But you do in possessives.

While I'm using a wing of Drake's ("super talon's from SWP) and Firebird's on it. Coupled with Mousetraps good mobility this makes an interesting little carrier that can keep up with my destroyers while smacking frigates and some destroyers with ease.

Should be Drakes, Talons, Firebirds, and Mousetrap's, respectively.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 03, 2019, 05:38:45 PM
You know you could do the same post in a much nicer way without using the bold function? So GRAMMARNAZI of u. :P

I mean seriously, I appreciate. I just would appreciate it more without this. Just a thought.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 03, 2019, 09:55:30 PM
Sorry, I was trying to highlight the key parts.  :-X I am very much a Gramma Nazi though, I've got no delusions about that.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 03, 2019, 11:10:06 PM
Instead of apologizing you've could just drop this:
Spoiler
;)

(https://media1.tenor.com/images/059179d595c0a3a54b163884996908fc/tenor.gif)

 :D
[close]
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 04, 2019, 01:00:00 AM
Guess that's just not how my sense of humour works.  ;)
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Nia Tahl on January 04, 2019, 01:36:46 AM
Proud of you, Axle!
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 04, 2019, 05:45:30 AM
Guess that's just not how my sense of humour works.  ;)
Spoiler
Grammarnazis are known to have little to no humor ;)
[close]

Anyhow, have something changed between the regular Acanthina (missle) and the hegemony repaint? I've strangely found out that cautious officer refuses to fire his missiles... I'm not sure is it a bug yet, but it happened in a few battles of my new hegemony playthrough.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 04, 2019, 12:06:43 PM
Anyhow, have something changed between the regular Acanthina (missle) and the hegemony repaint? I've strangely found out that cautious officer refuses to fire his missiles... I'm not sure is it a bug yet, but it happened in a few battles of my new hegemony playthrough.

Hum. The only differences between the two (other than the sprite and Codex prefix) are that the Hegemony version's turrets are Hybrid instead of Energy, and its system is Burst Flares instead of Active Flares. Unless there's some AI loadout trickery based on what weapons you have equipped in the turrets (I know that the AI uses non-missile, non-PD weapons for rangefinding), there's nothing obvious that should be affecting it adversely.

Can you share a quick screenshot of your loadout as it appears in the refit screen?
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 04, 2019, 12:31:12 PM
Sure, but I'll have to do some console magic for you. Since I grew so frustrated that I've gave up on this ship when it died without even firing a weapon - and moved my officer to something... less confusing. I've ran him with the cautious type btw. But fortunately I've returned to the Eventide before saving, so here it is:

Spoiler
(https://i.imgur.com/6282aYJ.jpg)
[close]

I might try out it again if you want. I'll admit to be a whimp and changed Reliant's from SWP to be... more interesting. Range 500, damage 20 kinetic. Yes, it's op. But we could check does it change anything. Could try pdlasers too, with obviously dropped firing computer.

Point is still tho, that the regular missile version works just fine with exact same loadout and cautious officer? It tries to stay at range and uses microblasters only for pd self defence while firing away their rockets.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 04, 2019, 03:06:17 PM
Point is still tho, that the regular missile version works just fine with exact same loadout and cautious officer? It tries to stay at range and uses microblasters only for pd self defence while firing away their rockets.

So you've got basically identical loadouts, but the regular version works perfectly fine and the Hegemony version doesn't? ??? That's extremely weird. I have no idea what could cause that I'm afraid.
Title: Re: [0.9a] Disassemble Reassemble v1.6.1 - Another lovingly kitbashed ship pack!
Post by: Hussar on January 04, 2019, 08:01:54 PM
So you've got basically identical loadouts, but the regular version works perfectly fine and the Hegemony version doesn't? ??? That's extremely weird. I have no idea what could cause that I'm afraid.

Yup. Only officers were different, but then both were of cautious type so yeah. I found it so weird that I've brought it up. I can try test it some more and see how it fares - maybe AI just glitched. After all, Mousetrap with Timid officer suddenly jumps to the biggest enemy ship to rub shield with it if you've ask them to "escort" another carrier (so to keep the carriergroup together but moving)... So it might be just AI being trollish.

Edit: Oh wow, it feels like I've scored in a lottery because I've had managed to found a derelict Starlifter orbiting an habitable world next to an orbital habitat. Imagine my surprise when I was offered to bring it back to life.

Damn, now I need an Ox to keep my burn level on 10 xD
Title: Re: [0.9a] Disassemble Reassemble v1.6.2 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 05, 2019, 09:18:20 PM
Minor Update - Version 1.6.2

I hear a rumour that Nexerelin's gonna be updating soon... So, in premonition, we've got a few custom starts using Disassemble Reassemble ships. You won't get to experience those until Nex updates of course (unless you're using the development versions shared in Discord), but patience is a virtue!

Besides that, minor consistency fixes for Luddic Path ships and the Dram (A). Enjoy!

As always, check the OP for more details.
Title: Re: [0.9a] Disassemble Reassemble v1.6.3 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 07, 2019, 03:14:30 PM
Minor Update - Version 1.6.3

Nia is awesome. Need I say more?  8)

(https://i.imgur.com/J6Ylej0.png)
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 12, 2019, 04:03:01 PM
Minor Update - Version 1.6.4

A hefty adjustment to the Kamikaze Talon Drone, which now uses a missile rather than a mine and has a different system AI to utilize it. Also the Overclocked Dagger has had a weapons change to make it less of a Perdition clone, and the Triton has received a reduced burn speed to match the standard for vanilla civilian ships.

As always, check the OP for more details.
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on January 21, 2019, 05:41:31 AM
I got a question about design philosophy: you have made many more ships than actually present in the mod. I mostly remember several other versions of the Junker (2), the Vagrant (2-3) and a Vigileance (2). Have you replaced them because of sprite quality (don't think so), or because you had better design ideas, or because you set yourself a limit of how much ships you have in your mod?
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 21, 2019, 09:03:10 PM
I got a question about design philosophy: you have made many more ships than actually present in the mod. I mostly remember several other versions of the Junker (2), the Vagrant (2-3) and a Vigileance (2). Have you replaced them because of sprite quality (don't think so), or because you had better design ideas, or because you set yourself a limit of how much ships you have in your mod?

All three reasons. :)

As my modding experience has evolved over time, so has my attention to balance and quality, and what I consider good and bad in both. So old ships are periodically going to get cleanups, overhauls or even straight-up get removed - and I ain't finished with those, I have a to-do list for that sort of thing.

As for quantity of ships, I have no "hard limit", but in its present state I'm loathe to add more ships to DaRa unless they're incredibly unique or fill a very niche role that's actually useful and entertaining. I have a big fear of Content Bloat, and I'm sure I've already passed a sensible margin of ship numbers somewhere down the line. If I get an excuse to remove an old, outdated ship (or at least concatenate it with another concept into something better), I'll most likely take it.
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: Nia Tahl on January 21, 2019, 09:15:45 PM
To give my perspective on this, the main reasons for me to can a ship are the following:

1. It just didn't work well. Sometimes a design is just inherently unbalanced, unfun or simply looks too weird to really fit in with the rest. In such cases it's often best to just abandon the design unless for some reason a ton of people love it, maybe. Even then, I'd probably just remove it anyway and put the sprites on spiral arms for others to use.

2. Quality has fallen below standards. As you get better as a modder, you older work has a tendency of looking worse and worse in comparison. Some designs are worth updating or overhauling, but some others might just no longer fit in with the rest and aren't really worth the effort to keep around.

3. They become pointless and bloaty. Happens in faction mods more than in ship packs, but sometimes you just end up designing a new ship that fills the role of an older design better or in a more interesting fashion in which case keeping the older design around will just lead to bloat. This is how the Hubris got removed from Sylphon as the Eolia simply is a nicer alternative in my eyes.

4. I just simply don't like them so to the dumpster they go.
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: Harmful Mechanic on January 21, 2019, 09:40:12 PM
I'd echo what Axle and Nia have said and also that the gestalt of a mod, especially a faction mod, is sometimes more important than any single part. If a ship or weapon is cool but just isn't working in context, it sometimes has to go.

And first mods tend to be really messy. You have to noodle with them to learn how the game works, you have to try things and watch them fail (not just in the court of forum opinion but fail your own standards and expectations), and sometimes you learn a more graceful way to do with one ship what you used to do with two, or you decide that an old ship is a great platform to test your new idea.
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: FreedomFighter on January 23, 2019, 11:33:10 PM
I salvaged a Black Arrow and it has both carrier-specific D-Mod on it despite it doesn't have fighter bays. Is it because Black Arrow is a hull variant of another Arrow?

https://imgur.com/a/sxPGBP9 (https://imgur.com/a/sxPGBP9)

Pic and mod lists
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 25, 2019, 12:15:14 AM
I salvaged a Black Arrow and it has both carrier-specific D-Mod on it despite it doesn't have fighter bays. Is it because Black Arrow is a hull variant of another Arrow?

Yeah, pretty sure that's the exact reason. Vanilla's a bit weird with hullmod conflicts in such situations - it seems it bases available D-mods (and compatible hullmods for that matter) on the base hull rather than the skin. (I believe this is the same issue that caused InventorRaccoon's drone-equipped Mule (M) to sometimes spawn with Converted Hangar in Dynasector, but the extra fighter bay to be empty. The Mule (M) was a skin with a fighter bay added by hullmod.) I might make a suggestion for changing that actually.
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: DatonKallandor on January 26, 2019, 04:24:28 AM
Clearly the solution is to give the Black Arrow a Terminator Drone.
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 26, 2019, 12:32:10 PM
HAH! 8)
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: qsewww on January 28, 2019, 12:10:05 AM
?good
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: PyroFuzz on February 09, 2019, 07:57:35 AM
When do we get a Pirate Arrow with a large mount xp
Title: Re: [0.9a] Disassemble Reassemble v1.6.4 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on February 09, 2019, 02:29:12 PM
Heh. Never, that would be insane. The pirates use the regular version.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on February 22, 2019, 02:41:14 PM
Minor Update - Version 1.6.5

Just a little fix for the Black Arrow, and a damage buff (plus extra eye-candy) for the Enigma.

Oh, and Vesperon compatibility.  ;)

As always, check the OP for more details, and enjoy!
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: SCC on March 01, 2019, 04:10:00 AM
A bit of feedback.

   Firebirds — Damn, those things are nasty! Despite individual missiles not dealing much damage, they tend to deal it from unexpected directions.
   Overclocked fighters — While not bad, they aren't really a game changer. The most issues I had with them were when I attempt soloing things with a Tempest, where getting rid of carriers with them becomes the top priority. That said, overclocked tridents are certainly better than piranhas.
   Rogue Interceptor — Generally speaking, a fast fighter with HE damage is going to be tricky to balance. I already got one of them nerfed a bit, so for now I will wait a bit more. That said, I don't really think it's an interceptor, it's not going to deal with fighters and missiles any time soon with assault chainguns. It's more like an assault fighter.
   Warhammer — It's pretty hard to use. From my experience, it's more a brick that distracts enemy ships from it, rather than the hammer. It doesn't have enough weaponry to make it scary. But then again, its weaponry already is pushing the limits of what you can put on a fighter.

   Mirage — A well made early game pirate opponent, could replace Wolf (P) for me.
   Trebuchet — For a combat troop transport, not bad, not bad. Starting with it turns very quickly into bullying smaller colonies, especially Nomios. Thanks for converging rear turrets!
   Prophecy — Funnily enough, it's basically a cheaper Scarab. Considering that Scarab's main issue is that it's overpriced, it makes Prophecy a very decent escort or strike frigate. Prophecy mark II is even better. If it's supposed to be a straight upgrade, it's fine, but if it's supposed to be a sidegrade, it could probably use some shield efficiency nerf.
   Acanthina — I like drone tender the most, it's decent at distracting and provides early game fighter support as well. Gunship looks neat, but AI has trouble converging small energy turrets together; it's better to rely on simply outranging the enemy instead, with a beam or an HVD. Missile variant is too short-lived for my tastes and freighter's a freighter. I think you might want to make energy turrets a bit easier to use for, mainly because AI has difficulty with that.
   Quoin — Pretty anvil-ish frigate. I'm not sure about built-in ECM package, but it doesn't seem overpowered. I have a note about the support variant: graviton and ion beam should switch their positions, it's more important to keep the ion beam on target, than graviton.
   Brawler mk II — I wouldn't choose it over a normal Brawler, but the fact that it beats Mudskipper at frigate freighter efficiency made me chuckle. So did the fact that it's better to have just one weapon instead of two, as the other one will just get disabled permanently sooner or later. Your last weapon can't ever get disabled permanently and if you have just one weapon, it's always your last weapon.
   Gladiator — The best of both the Brawler and the Lasher. Pretty vulnerable, but can do some real damage if allowed. I don't think it's side hardpoint has to be composite, it could be missile just fine. It might be a bit of a nerf to SO builds, but it's already a pretty good ship.
   Insurgent — My favourite phase frigate at the moment, unleashing heavy blaster on unawares is really fun.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: Hrothgar on March 01, 2019, 06:28:07 AM
Warhammer have problem that most of it weapons are very bad against ships (light mortars, vulcans, swarmers). There are other superheavy fighters which have much less weapon systems but more  dangerous. I dont had a chance to use Luddic Warhammer though...
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 01, 2019, 12:15:09 PM
A bit of feedback...

Firebirds: These little guys I keep wanting to nerf because on paper they seem so damn powerful. But I keep trying to look for a weak point in their balance somewhere, and I keep not finding it. XD If you can give me an excuse to nerf them, I probably will, but for now yeah they're damn cool.

Overclocked fighters: They're mostly supposed to be budget options, but they're also partially novelty items so I'm not too bothered about that. The main reason I tried to spice up their weapons from their base fighters was to keep them as sidegrades rather than straight downgrades. When you say Overclocked Trident, do you mean Dagger?

Rogue: I agree with your concerns about a fast HE fighter, but I'm also quite confident in the Rogue's balance measures. It recently got a small buff, but with a corresponding increase in OP cost. While it isn't a true Interceptor it really falls into the same role as the Thunder does (and matches up with it very well in fact).

Warhammer: All sounds about right for what I wanted from it. :D It's about as un-super as I could make a superfighter.

Mirage: Awesome, making a ship that's fun to fight is always an achievement.

Trebuchet: Hehe, yeah I might nerf it further at some point, the early game raiding is damn strong with it.

Prophecy: Sounds about right for this one too, it's mean to be a dedicated escort boat, more-so an Omen alternative than a Scarab downgrade, but whichever works for you. (The Mk.II is definitely a straight upgrade, it's supposed to be a sort of mini-boss pirate ship, and salvaging one should be considered a reward to the player.)

Acanthina: Hmm, wider turret arcs aren't a bad idea. The M version might seem a little underwhelming, but I'd rather not change that since missile frigates are tricky to balance. The pirate version is just a pirate version, doesn't have to be particularly clever. ;)

Quoin: Glad the balance is working out. I wasn't rightly sure how to make a heavy frigate for high-tech, but I think the Quoin fills the role particularly well. I'll see about shifting the variant weapons around if you like, but it's not a major concern for me - personally I'd rather have my high-flux weapons in direct control and low-flux on an autofiring turret.

Brawler Mk.II: Weird little bits of minmaxing you can do there with Ill-Advised, yeah. :P Still, that sounds like it's about where I want it in terms of balance and role. By frigate freighter efficiency, do you mean using Repurposed Fighter Bays?

Gladiator: Also exactly what it's supposed to be. I'll think about the composite mount though.

Insurgent: Yas, she's a fun ship.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: SCC on March 01, 2019, 03:33:00 PM
The thing about firebirds is that they have HE sabots with extra prejudice thrown in. Besides a little OP increase and universal bomber reinforce time nerf, I don't see anything to hit, either.

Feedback II: Destroyer Boogaloo

   Vagrant — it's a good early ship. There's yet space to improve with proper destroyers, but it's not completely terrible, either. I don't know how durable armour module is supposed to be, but it's nice that you can stick both reinforced bulkheads and heavy armour if you have LD3.
   Manta — that's a ship that I haven't used much, honestly. It's a good thing to have non-converted hangar fighter bay on a cruiser, though, especially for some strike capability in a pinch. Pirate version is is properly kool and the ship system is better than normal burn drive, cushioning a bit the loss of a fighter bay.
   Seraphim — I'd argue that it shouldn't have active flares, but something else. Why? Because It already has a plethora of mounts that are basically shoehorned into PD. Besides that, I'm not sure if 0.6 shield efficiency is justified. I've done a good job keeping them away from the frontline, so maybe I overestimate its defensive capabilities. I use it mainly as a bigger Quoin.
   Civilian Gemini — I don't like that one at all. I don't think Gemini has to have a civilian variant. It's a combat freighter.
   Gypsy Moth — Jesus Christ

   Harrier — this one is a solid cruiser, which despite being an anvil can still hurt a plenty. I'm not really sure I get what this section between the large turret and the bridge is supposed to be. Maybe if it was darker, or if the triangle bit around the turret was darker, it would make more sense to me.
   Bull — will we ever see the other half of the ship it was made of? Or, at least, the ship it was converted from. I'd buff it to make it more of a sidegrade to 2 condors, instead of a downgrade, but I guess that big cargo bays and more fighter wings benefiting from one officer is enough, and two medium ballistic turrets.
   Retribution — get a railgun or four and you too can delete everything with a simple key press! I'm not sure how to feel about its composite hardpoints. On one hand, making them ballistic would still be pretty attractive because of AAF. On the other, that's still 4 small missiles on a cruiser that also has the AAF is nothing to sneeze at. I will probably one way or another cause you to nerf it, so I better savour the goodness while it lasts! Oh, there's a pather version as well, but it costs you 2 mediums and AAF, so...

I will probably make yet another post, even if its content would be only thoughts about the Outlander, but I have to play it in a different way than just "spam gravitons and gatling lance and BEEEM everything into submission".
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 01, 2019, 04:21:51 PM
Vagrant: It's not supposed to a bad destroyer, it's supposed to be a cheap destroyer, and I think it achieves that quite well. As for the armour, you can easily look at how durable it is in-game by clicking it in the refit screen (just like any other module) and seeing its stats.

Manta: Everyone loves the Manta, definitely give it a proper try. It's that one ship everyone looks at and thinks "this looks like a pretty weak destroyer" and then they fly it and their opinion completely flips. Glad you like the pirate version though, that thing was a joy to get flying with the Red Arrow's system.

Seraphim: I think you overestimate its defensive capabilities. If you put an offensive weapon in the medium turret, it's only got four smalls (pretty standard for a destroyer) for point defence, and they have odd arcs with the only real convergeance in the rear. I honestly wouldn't know what to give it other than Active Flares, it fits the ship well and actually isn't that strong when you consider what else it could have had, like Fast Missile Racks or something equally dumb. XD 0.6 comes from its high-tech origins, though it should have lower base flux stats than others due to smaller guns. I'll double check those though.

Gemini (Civ): Who said we needed it? I just wanted to make one. :D The current Gemini often feels like it's a military ship trying to be a civilian ship, or vice versa, I just gave it a helping hand. :P Seriously though, it was a surprisingly popular concept, and is different enough to the regular Gemini to warrant existing. It's also much cheaper, and has the option to install Militarized Subsystems that the regular Gemini doesn't, so there are definitely reasons to use it.

Not even gonna both with the Gypsy Moth. :P If you've faced it, you know all you need to know.

Harrier: It's an anvil in the sense that it moves pretty slow. It's only really classified as such when you compare it to other midline cruisers, which are generally agile and use quite mixed weaponry. The Harrier has a single large turret and much lower mobility stats, but also improved armour and that sweet shield - it's sorta like a low-tech/midline intermission ship. It's definitely meant to punch, but the anvil part is due to it requiring ships come to it rather than go hunting for them, if you see what I mean.

Retribution: AAF on four Composite mounts is the exact same reason the Outlander has HEF on a large Synergy: it's a balance measure. Missiles are inherently powerful for their sizes, so giving a ship multi-type mounts but a system that boosts the non-missile type I feel is a sensible way to discourage memey loadout designs and usage. It's definitely a tough ship, but it really needs that boost from AAF to compete with other cruisers for firepower. Without it active it falls short due to its relatively light weaponry.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: SCC on March 08, 2019, 03:34:46 PM
Feedback III: The Part Nobody Asked For
A quick one, since I'm going back to parts I deliberately or accidentally skipped.

   Constellation — carrier AI doing its thing again. It doesn't really have the armament to justify its combat carrier tags, at least in my opinion. Considering it already has a very strong fighter boosting ship system, I want it to stay out of combat as much as possible, maybe tickling the enemy with an ion beam at maximum range. The engine in the middle of the decks doesn't look too OSHA-compliant to me.
   Outlander — kind of slow for a high tech ship, but very durable with good flux stats. The question of whether it's overpowered or not is a bit hard to answer. On one hand, unless you use beams, it needs to be this though in order to close in the distance and deal damage. It might also sacrifice large energy for a large missile and get more punch at longer range. And Outlander also might just go full beams and become the one-ship beaming party. It has the flux, the mounts and the ship system to do it, without any significant drawbacks, besides lack of frontal point defence, which is alleviated by having a good shield.If you're looking to nerf it, I think the easiest way to do that would be to swap 2 turret mediums for 4 turret smalls. It won't be able to pressure shields as well nor as efficiently.
   Starlifter — loaded to the brim with mining weapons it's a funky ship, if not particularly effective. Haven't ever found it at a stage where I'd be in the need of it, but it has more to do with its rarity. It would be interesting to see it as a hidden, but guaranteed find somewhere near the core. Unless it already is...

   Lacerator Beam — yes. I made some ship work with them very well and I forgot which one was it, but it's still good. Also, an easy way to make a possibly illegal Scarab.
   Swift Missiles — I like it in that they're lower yield than, say, a harpoon, but are also more reliable than it. If I need to get through some armour or to finish something in a pinch, swift missiles are a better choice for assault ships. Swift Burst is a bit harder to justify, since it's competing with torpedoes (or so I feel) and it's really hard to beat a reaper. Still better at bypassing point defence, though.
   Machete — Gypsy Moth of lasers.
   Anaximander — I've seen it underperform pretty often, but it does so mainly against fast ships. Against slower I'm not sure, as they typically get good PD cover, and... I don't fly them, my AI does. That aside, I didn't really use it myself, because I see large missiles as less utility and more general purpose beat sticks.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 08, 2019, 03:49:26 PM
Constellation: It's a destroyer carrier that already has two decks *and* a fighter-boosting system. Any more weaponry would just make it blatantly overpowered. That said, if you think it could trade some of its fighter potential for personal weapon potential (and maybe better flux stats?) then I'd be interested to hear suggestions in that regard. Perhaps making one wing built-in? Or just changing the ship system.

Outlander: The biggest thing about the Outlander is that it's a slow high-tech ship. It errs more towards the Paragon's doctrine, though with an offensive system rather than a defensive one. It does have a big shield and huge flux pool, but while its weaponry looks good on paper it does have unorthodox mount positions that make it a bit weird to use. Plus, having a large Synergy slot but High Energy Focus does wonders for discouraging missile meme madness, hehe. If people think it needs a nerf though, I'll give it a closer look.

Starlifter: People like it a lot. ??? And I don't really know why. It's not a great combat ship, but it does do wonders for an exploration game. Works good with Nexerelin mining, too. Has potential to be even more though, if one day I can figure out the required advanced scripting. And no there isn't a derelict one in the Sector anywhere - DaRa doesn't actually touch the campaign besides putting what ships and weapons it does into faction configs.

Lacerator: It's like the oldest weapon in DaRa and really doesn't get any love nowadays. I'm glad someone's still enjoying it.  :D

Swift: Sounds about how they're supposed to work. The medium mount offers better saturation and sustain, with its large capacity. How else might you arrange it, if you think it's under-performing against alternative medium missiles?

Machete: Just like the Manta, everyone loves it. XD Lucky you can't equip one on the other.

Anaximander: A bit of an enigma, though it's been tempting for a long time to buff it. If people think it could use one, I'll probably up the burst to 12 missiles and raise the cooldown accordingly. It's meant to be a swarming heatseeker, but the slow speed kinda counters that a little.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: MajorTheRed on March 09, 2019, 10:07:10 AM
Quote
Outlander: The biggest thing about the Outlander is that it's a slow high-tech ship. It errs more towards the Paragon's doctrine, though with an offensive system rather than a defensive one. It does have a big shield and huge flux pool, but while its weaponry looks good on paper it does have unorthodox mount positions that make it a bit weird to use. Plus, having a large Synergy slot but High Energy Focus does wonders for discouraging missile meme madness, hehe. If people think it needs a nerf though, I'll give it a closer look.

I think it's hard to create a Paragon-line style of high-tech ship. I mean, even the Paragon had to get a specific hull-mod to get a true role. High shield efficiency is an interesting concept for high-tech ships, but maybe it's the energy weapons that doesn't do great for this kind of ship. In Stop Gap Measure, I struggle to make the Minos destroyer an interesting ship around the concept of a slow, tough ship, with high flux capacity. It end having a ship painfull to bring down, but not really threatening since its weapons are too much short-ranged.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: SCC on March 09, 2019, 12:15:27 PM
That's because because of the general design. High-tech ships are fast and use energy weapons, which are generally more bursty and shorter ranged, except for beams. Without range and without speed, you can't force your fights and you can't prevent the other side from kiting. This means that slow high-tech ships are either confined to using beams (like the Outlander), relying on special built-in range hullmods (Paragon) or simply bad (Minos, apparently).

About the Outlander specifically: does it need a nerf? If looking at just Dara and vanilla, there's nothing really broken. I mostly use Outlanders as beam boats, since they are so effective at it. It's very dangerous against low-tech ships and a moderate danger against midline ships, when two of them fire at the same target. I don't like how it's stacked against low-tech ships, but that might be more of a vanilla balance issue. The other option is to use large missiles to either get a flux-free kick when at high flux, or to drive up the hard flux that the beams can do some real damage. I'm not a fan of ships relying on missiles to work properly, though it might work well if I can't just spam beams.
So, I guess that it's just the other mod beams that make Outlander into a rampage wagon.

Also, I did a thing.
Spoiler
https://www.youtube.com/watch?v=1yrKIY7h-_Q
[close]
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 09, 2019, 03:51:40 PM
Also, I did a thing.

I want to see this become the new meta for escape/pursuit scenarios.  8)
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: FreedomFighter on March 09, 2019, 08:31:22 PM
It always weirds me out that you retain your speed when the engine flameout and you can go over your own top speed with it. Turn my Onslaught into giant beyblade before due to one of TPC ding with the enemy during burn drive, flameout, and spinning at super speed.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: King Alfonzo on March 10, 2019, 04:08:13 AM
Also really noticeably with Shepherds - just nick on of their engines and they go genuine beyblade.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: Euphytose on March 10, 2019, 04:17:16 AM
Also really noticeably with Shepherds - just nick on of their engines and they go genuine beyblade.

Yes, it almost always happens with those.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: Kulverstukass on March 13, 2019, 02:39:07 AM
Civilian Gemini has quite high maintenance, 9 (vs 10 of Atlas)
Seems like a clear overlook.

PS: i've meant to say - description states it being "affordable, stripped from anything that made it combat-capable", and yet, it's same as non-civ one
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 13, 2019, 10:27:43 PM
Erm. Neither of those things are true.

The Civilian Gemini's maintenance profile is 8 supplies/month - if you're looking at ship_data.csv though you won't see that, since I changed it via a hullmod to make it look like a skin. That's 1 supply/month cheaper than a regular Gemini, which was understandably my frame of reference.

Nowhere have I said it has been "stripped of anything that made it combat-capable", you're heavily paraphrasing the description prefix there. What it actually says is:

Quote
This ship is built to regulated civilian-grade starship specifications, sacrificing its military profile and most combat-rated subsystems. While a strict downgrade over the base model, this variant is cheaper and accessible to more of the Sector's population.

Like, it's mostly flavour, but it applies. It doesn't lose its guns, but it does lose Reserve Deployment (a very powerful system quite frankly); has 5 fewer Ordnance Points to spend; gains a Civilian sensor profile, and is about three quarters the purchase price. It's similar, sure, but it's definitely not the same. It also appears in base_bp, meaning you don't have to find a blueprint for it - your custom production or faction fleet generator (if you get a colony early on) has access to the ship from day one.

And, for the record, it's still a perfectly adequate combat freighter/carrier.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: Kulverstukass on March 14, 2019, 02:34:17 AM
Oh, pardon, my bad - I've truly heavily misunderstood and rephrased it's description and haven't noticed that 8 (-1) weren't caused by d-mod, but a hullmod.
Title: Re: [0.9a] Disassemble Reassemble v1.6.5 - Another lovingly kitbashed ship pack!
Post by: Grizzlyadamz on March 14, 2019, 12:56:13 PM
Hey, just wanted to say I really like your work, and am in awe of this chubby little Trebuchet (P) I've got here.
Spoiler
He will be the bane of every civilized market in the galaxy HAHAHA
[close]
Title: Re: [0.9a] Disassemble Reassemble v1.6.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 14, 2019, 09:34:15 PM
Update: Version 1.6.6

*** THIS UPDATE WILL BREAK SAVES!!! ***

It's my birthday gift to you! :D Sorry about the saves though... But it's what happens when you flat-out remove a ship from existence. And sadly that's what has happened to the old Bull...

... Except the Bull has been reincarnated in a new form: the Barricade-class Combat Freighter, and its carrier-converted Pirate variant! Between them they've replaced the Bull in function and spirit.

This update we also see minor changes to the Outlander, and not-so-minor changes to the Constellation, which has now reached proper Combat Carrier status! Less fighters, more guns if you please. Also the Trebuchet has been renamed to "Torrent", to avoid name confusion with the big old missile launcher from SWP.

As always, check the OP for more details, and have as good a day as I am.  ;) Enjoy!

Title: Re: [0.9a] Disassemble Reassemble v1.6.6 - Another lovingly kitbashed ship pack!
Post by: 2_Wycked on March 16, 2019, 08:04:50 AM
Any chance I could get a link to the previous version, 1.6.5? I deleted the DL before realizing that it breaks saves, sorry!
Title: Re: [0.9a] Disassemble Reassemble v1.6.6 - Another lovingly kitbashed ship pack!
Post by: Grizzlyadamz on March 16, 2019, 09:57:40 AM
I gotchu bruh
https://bitbucket.org/AxleMC131/starsector_modding/downloads/DisassembleReassemble_v1.6.5.zip
(if you look at the URL you can sometimes guess what the previous file's URL is, people tend to stick with the same host.)
(also the google cache (http://webcache.googleusercontent.com/search?q=cache:IcF0BDojwkgJ:fractalsoftworks.com/forum/index.php%3Ftopic%3D12360.0+&cd=1&hl=en&ct=clnk&gl=us) is useful)
Title: Re: [0.9a] Disassemble Reassemble v1.6.6 - Another lovingly kitbashed ship pack!
Post by: 2_Wycked on March 16, 2019, 10:39:33 AM
Many thanks man!!
Title: Re: [0.9a] Disassemble Reassemble v1.6.6 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on March 16, 2019, 02:22:56 PM
Cheers for the assist there Grizzly. :D Yup, all the version downloads I leave in existence and you can basically just figure out the URL from the mod version.

But otherwise, I'm always happy to provide links to older versions - as long as people know that I won't provide support for those versions.  ;)
Title: Re: [0.9a] Disassemble Reassemble v1.6.7 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on April 14, 2019, 01:28:51 AM
Minor Update - Version 1.6.7

A small buff to the Swift missiles, as well as a shiny new high-tech frigate in the form of the Nightblade. She's quite the looker....

Spoiler

... But she and her minions show no mercy.  ;)

(https://imgur.com/ho5hd1G.png)

[close]

As always, check the OP for more details, and enjoy!
Title: Re: [0.9a] Disassemble Reassemble v1.6.7 - Another lovingly kitbashed ship pack!
Post by: Hussar on April 14, 2019, 09:53:32 AM
Oh my! Finally a high-tech ground support vessel! Wonderful! :D

Shame only a frigate, but oh well. Just gotta get more of them I suppose!
Title: Re: [0.9a] Disassemble Reassemble v1.6.8 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 03, 2019, 05:18:34 PM
Minor Update - Version 1.6.8

Well. I say minor, but really it's anything but. We're making great strides, and DaRa now features scripted campaign encounters*! That's right, I've got some cool stuff for you to find in the campaign. There's only very limited content at present as I'm still learning the ropes, and it's currently constrained to three individual entities within the Core Worlds, but I hope they're enjoyable nonetheless, and make a stepping stone to greater things in future.

I've also changed up the marker tagging system in the two Race Mode missions, which should make them smoother and more enjoyable. I am planning on a third mission to go with them, but not much set in stone yet.

Other than that, general balance measures across the board, plus some sweet sprite cleanups by Nia (huge thanks!) for the entire Acanthina collection and even the Retribution.

As always, check the OP for more details (the changelog is pretty hefty this time around), and enjoy!

* Scripted campaign content will require a new save to spawn, and will not be enabled when playing a Nexerelin Randomized Core Worlds game.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on May 14, 2019, 01:39:31 AM
Minor Update - Version 1.6.9

"0.9.1 Compatibility", which really just means changing ship purchase prices, burn speeds of civilian ships and hullmods on Hegemony Auxiliary ships. Plus the first of my sprite cleanups, as requested by the Discord chat.

As always, check the OP for more details, and enjoy!
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: joppe_k on May 14, 2019, 02:26:21 AM
Woot woot! My (arguably) favorite mod updates.  :D
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Offensive_Name on August 11, 2019, 12:33:06 PM
I have got to say the the Lysander has won my love.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Offensive_Name on August 22, 2019, 07:31:33 PM
Is there any way to get the lysander besides spawning with it? I have never seen one in game.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on August 22, 2019, 10:43:31 PM
It definitely spawns in-game, but it's quite rare. Only a handful of factions use it, including the Independents, Tri-Tachyon Corporation and Sindrian Diktat.

Out of curiosity, how many other mods are you running that add ships to the vanilla faction roster? When you have a larger pool of content from competing ship pack mods, it can be much harder to find a specific ship.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Offensive_Name on August 22, 2019, 11:43:13 PM
I am running so many mods I have my RAM allocation set to 10 gigs, if that tells you anything.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on August 23, 2019, 01:08:03 AM
I am running so many mods I have my RAM allocation set to 10 gigs, if that tells you anything.

Oof. You probably shouldn't: allocating more than 8GB has a tendency to cause issues (fundamental Java stuff that I don't really understand). Regardless, if you're running a lot of mods, that's probably why you're struggling to find the ship.

If you like, you can adjust its rarity yourself within a certain faction with a quick file edit:
Spoiler

If you go into Disassemble Reassemble's mod folder, and go to [data/world/factions] then find a faction using the Lysander - Sindrian Diktat would be my suggestion here - and open their .faction file in Notepad++. Somewhere near the top of the file is an array labelled "hullFrequency". In that array, find the "dara_lysander" entry and change the number beside it from 0.25 to 1.0 or something. (Make sure you don't delete the comma at the end or something equally silly. :P )

Quote
   "hullFrequency":{
      "tags":{
      },
      "hulls":{
         "dara_junker":0,
         "dara_vagrant":0,
         "dara_acanthina_p":0, # It's a pirate ship.
         
         "dara_lysander":0.25, <-- Change this value
         "dara_harrier":1.2,   # Not a priority ship, just a little more common.
      },
   },

Then save the file. Probably a good idea to make a backup of the file first, in case something messes up (it can be pretty easy to).

That should result in the Lysander being much more common within that faction's fleets and markets.

[close]
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Avallac on September 05, 2019, 04:49:59 PM
When I use Swift SRM launcher in simulation the rockets are dumbfire instead of being guided like they're supposed to be according to the weapon card (tracking:good). Haven't tried outside simulation. Are they bugged?
Edit: checked in regular combat, definitely bugged, no tracking at all.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Offensive_Name on September 05, 2019, 05:23:44 PM
When I use Swift SRM launcher in simulation the rockets are dumbfire instead of being guided like they're supposed to be according to the weapon card (tracking:good). Haven't tried outside simulation. Are they bugged?

They have a pre aim sequence then are dumbfire just like the Squall missile system.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Avallac on September 05, 2019, 06:16:41 PM
When I use Swift SRM launcher in simulation the rockets are dumbfire instead of being guided like they're supposed to be according to the weapon card (tracking:good). Haven't tried outside simulation. Are they bugged?

They have a pre aim sequence then are dumbfire just like the Squall missile system.
Oh I see figured it out, thanks. Is there some way to know they don't have actual tracking in advance from the description?
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on September 05, 2019, 10:29:38 PM
Oh I see figured it out, thanks. Is there some way to know they don't have actual tracking in advance from the description?

Not from the refit screen, unless I deliberately put something into the stat card "short description" for the weapon. If you go so far as the read the full Codex entry for the weapon, it does explain it there:

Quote
The lightweight but fast missiles share similar construction methods with the Swarmer SRM, but exchange the effective fighter tracking system with a larger payload, more powerful engine and a dirt-cheap “aim and burn” guidance system, the latter of which is active only for the few moments after the missile is launched.

But, yeah, for general purposes there's no real way of knowing this until you try the weapon in combat (or the simulator), as it doesn't show that bit in the short description in the refit screen.

That said, it's not something I've heard complaints about before - I've certainly never had anyone think it has no tracking whatsoever.  ??? If you think it's a big enough issue I'm happy to add something to the short description or tooltip.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: majorfreak on October 21, 2019, 04:05:30 PM
uhhh...i don't see repurposed fighter bays. i've used the console to grab the hullmod, but it seems i've already gotten it learned. what gives?
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Harmful Mechanic on October 21, 2019, 04:58:46 PM
Oh I see figured it out, thanks. Is there some way to know they don't have actual tracking in advance from the description?

Not from the refit screen, unless I deliberately put something into the stat card "short description" for the weapon. If you go so far as the read the full Codex entry for the weapon, it does explain it there:

Quote
The lightweight but fast missiles share similar construction methods with the Swarmer SRM, but exchange the effective fighter tracking system with a larger payload, more powerful engine and a dirt-cheap “aim and burn” guidance system, the latter of which is active only for the few moments after the missile is launched.

But, yeah, for general purposes there's no real way of knowing this until you try the weapon in combat (or the simulator), as it doesn't show that bit in the short description in the refit screen.

That said, it's not something I've heard complaints about before - I've certainly never had anyone think it has no tracking whatsoever.  ??? If you think it's a big enough issue I'm happy to add something to the short description or tooltip.

I've taken to adding that stuff in 'customPrimary' and 'customAncillary' with highlights as needed.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 21, 2019, 10:13:00 PM
uhhh...i don't see repurposed fighter bays. i've used the console to grab the hullmod, but it seems i've already gotten it learned. what gives?

It's part of its own tech type, so you may need to select it as visible from the hullmods screen - custom tech/manufacturers don't show by default. Find the "Jury-Rigged" checkbox in the hullmod selection window and tick it.

(That custom tech type is being removed in the next version for this reason, so you won't have to worry about it for too long.)

<Swift guidance stuff>

I've taken to adding that stuff in 'customPrimary' and 'customAncillary' with highlights as needed.

Good idea. The Swift already has custom primary dialogue, but I think its custom ancillary slot is available. Added to my list of things to do.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: majorfreak on October 21, 2019, 11:24:57 PM
hmmmm...okay, read what you said just after getting home and troubleshooting a new game with just the mod itself (and the libs)...worked fine there
added all my chosen utility mods (no faction/ship/item stuff) and it didn't work

i'll reload the exact mod config and try again.

edit: waiiiit a minute. i can see it now without doing anything at all (not even that checkbox thing you talked about...pretty sure i never unchecked)
i'll try reloading the game a few times and see if it's futzing up randomly

regardless, thanks for the tip. i activated all my chosen mods from before and loaded up my old save. fighters & juryrigged are indeed unselected. how bizarre...i actually didn't notice there were any toggles at all, so you improved my gameplay for sure
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 22, 2019, 12:34:37 AM
... i actually didn't notice there were any toggles at all, so you improved my gameplay for sure

It's a recurring issue with the mechanic, you're not the first one to fall for it and I ain't the first modder to suffer from it, don't worry. ;) Any mod that adds hullmods under a custom tech/manufacturer tag will have that issue, since they don't display by default. If you ever can't find a mod's hullmods, check that window for any new checkboxes.

Either way, glad to be of help.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: mkire on October 23, 2019, 09:21:03 PM
so the idea behind repurposed fighter bays is that you turn your carriers into freighters in the field, right? shouldn't that mean RFB isn't a dock-only mod?
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on October 23, 2019, 10:12:53 PM
so the idea behind repurposed fighter bays is that you turn your carriers into freighters in the field, right? shouldn't that mean RFB isn't a dock-only mod?

... It isn't a dock-only mod, for exactly that reason. Are you using the latest version of DaRa? Repurposed Fighter Bays has been a free-fit hullmod for the last couple of versions (check the changelog).

Quote
Version 1.6.6
...
- Repurposed Fighter Bays is no longer a Logistics hullmod (does not require dock to equip/remove)
...
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Kal on October 24, 2019, 02:32:39 AM
I really love this mod and the way the ships fit pretty seamlessly into the vanilla look while still having a bit of extra style to them. I also really enjoy the expanded range of mining/ logistics ships, really pairs well with mining mods.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Reens on November 05, 2019, 07:22:16 PM
Got a runtime exception while raiding Bharata (Persean League controlled). Running Nex.

Code
3290919 [Thread-4] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD: Ship hull spec [dara_lacerator] not found!
java.lang.RuntimeException: Ship hull spec [dara_lacerator] not found!
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on November 05, 2019, 08:59:28 PM
Got a runtime exception while raiding Bharata (Persean League controlled). Running Nex.

Code
3290919 [Thread-4] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD: Ship hull spec [dara_lacerator] not found!
java.lang.RuntimeException: Ship hull spec [dara_lacerator] not found!

Wat. ??? The Lacerator is a weapon... something here thinks it's a ship.

This might not be a Nex bug, but it's certainly Nex-inflicted. Even so, I can't think what file might exist in DaRa where this ambiguity has occured. I'm not sure what files Nex's MarketCMD script looks at (let alone what that script does), so if anyone could take a look and let me know, that would be much appreciated.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Morathar on November 07, 2019, 07:28:22 AM
Got a runtime exception while raiding Bharata (Persean League controlled). Running Nex.

Code
3290919 [Thread-4] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD: Ship hull spec [dara_lacerator] not found!
java.lang.RuntimeException: Ship hull spec [dara_lacerator] not found!

Wat. ??? The Lacerator is a weapon... something here thinks it's a ship.

This might not be a Nex bug, but it's certainly Nex-inflicted. Even so, I can't think what file might exist in DaRa where this ambiguity has occured. I'm not sure what files Nex's MarketCMD script looks at (let alone what that script does), so if anyone could take a look and let me know, that would be much appreciated.

Did you happen to download the hotfix jar that Histidine put out a few days ago? Apparently, there was a bug that broke blueprint raids (as mentioned at http://fractalsoftworks.com/forum/index.php?topic=9175.msg270625#msg270625 (http://fractalsoftworks.com/forum/index.php?topic=9175.msg270625#msg270625)). Anyway, that updated jar file is no longer available, but that's because there was a full mod update released yesterday (which likely includes the same fix as well). I'd suggest upgrading to Nexerelin 0.9.5e, then if you still have problems you should probably let Histidine know in the Nexerelin thread...
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Captain Trek on December 11, 2019, 06:04:11 AM
So I've been looking into how various mods interact with Nexerelin's mining mechanic, and it seems like you've manually assigned mining strength to ships that have mining beam nodes, rather than giving the beam nodes themselves a mining strength. All well and good, but currently the Sturmovik (S) doesn't have any mining strength when it seems very much like the sort of vessel that would have some.

Also, considering its name and surrounding fluff, have you considered asking King Alfonzo if you could use his "Junker" mechanic from Hazard Mining (wherein ships gain OP the more d-mods they have) for the Junker-class gunboat? :V
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 11, 2019, 10:25:28 PM
So I've been looking into how various mods interact with Nexerelin's mining mechanic, and it seems like you've manually assigned mining strength to ships that have mining beam nodes, rather than giving the beam nodes themselves a mining strength. All well and good, but currently the Sturmovik (S) doesn't have any mining strength when it seems very much like the sort of vessel that would have some.

Mining Beam Nodes have been removed for the next version, so this is a non-issue. Regardless...

The Sturmovik (S) wasn't given a mining strength because it wasn't designed as a mining ship, but rather a post-battle salvage vessel (unusually specific, I know, but that's its lore). Admittedly the choice of Mining Nodes on it was a bit silly. It still makes a good mining ship since it can field a wing of Mining Pod drones and a Mining Laser or Hammer Torpedo rack, but it isn't able to function as one inherently - I have no intentions of changing that at this point.

Also, considering its name and surrounding fluff, have you considered asking King Alfonzo if you could use his "Junker" mechanic from Hazard Mining (wherein ships gain OP the more d-mods they have) for the Junker-class gunboat? :V

With previous versions of the Junker, I may have considered this, but much as I enjoy the concept of "junk ships" I agree with the philosophy that they don't make a great deal of sense in Starsector, as far as "how are ships built" goes in the lore and therefore how they show up in the campaign.

The current version of the Junker is named affectionately more than practically - it's built to code, not from scrap, it just happens that the assembly process uses cheap, readily-available and low quality materials to make a ship that costs about two cents and only barely holds together... Kinda like certain Soviet vehicles in WWII. 8) (Hint: Build them in bulk, and treat them like slow Hounds with bigger guns.)
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Captain Trek on December 13, 2019, 02:06:34 AM
Fair enough. Well in that case I hope the base mining strength of the ships that did have the nodes comes down accordingly, since these ships would now logically be more reliant on player-installed equipment.

Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 13, 2019, 03:23:16 PM
Fair enough. Well in that case I hope the base mining strength of the ships that did have the nodes comes down accordingly, since these ships would now logically be more reliant on player-installed equipment.

Depends how much of an effect you think they play. The Sturm' (S) and the Starlifter are both losing their nodes and not getting anything in return; the Triton's nodes have been replaced by built-in Mining Lasers (I'll change this one), and the Katrina is being removed outright.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Captain Trek on December 14, 2019, 05:37:45 AM
Seems reasonable. So the lifter, for instance, should be losing 40 mining strength, correct?
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 14, 2019, 07:33:03 PM
Seems reasonable. So the lifter, for instance, should be losing 40 mining strength, correct?

... No? The Starlifter is losing the Mining Beam Nodes and the mounts they sit in. It's getting no other changes, so there's no reason to reduce its mining strength.



[Hindsight] The Starlifter only has 10 Mining Beam Node emplacements. What would make removing those worth a reduction of 40 mining strength? Common Mining Lasers are only 1.5 each, and the nodes are much weaker. Even if you assumed an increase in modular weapon slots, 40 is a huge reduction.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Captain Trek on December 15, 2019, 12:02:17 AM
Well the Triton has 24 with 6 nodes and nothing really else to lend it strength. Given that they're even worse weapons than mining lasers it kind of made sense to me that you'd have balanced them with 4 strength per node in mind. And I figured that since the Lifter was losing these with no compensation, a corresponding reduction in mining strength was warranted. I've stated elsewhere that a capital-size salvage gantry should probably provide no more than 16 strength given the destroyer-sized one on the salvage rig only provides 4, the borers have 9 and even if the Starbreaker has 40 (double a 'normal' large-size weapon that provides mining strength like hammer barrage) that's still just 65 total. Thing is that people can quite easily pile on more mining equipment themselves (especially if they also have HMI), so I'm generally of the opinion that being conservative with how much in-built mining strength ships have is a good idea. I've proposed similar nerfs to the Fishkill (HMI), Chamois (DME), Reaper (JP), and Caravan (Maya), among others.

Fair play to you if you disagree and decide to keep the Lifter at 109 anyway, but hopefully we'll be on the same page now either way. ^^;
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 15, 2019, 09:04:59 PM
I think I see where you're coming from. Let's see if I can't clarify some things here...

"Number of Mining Beam Nodes" has never had any influence on the ships' mining strengths. The weapon was purely designed for flavour and to make those ships a bit more unique. They would always have had the same values whether they had the nodes or not.

I think the Salvage Rig is a pretty poor comparison for balancing mining strength since it's not intended to be a mining ship. The Shepherd is better, since it's more accurately a "mining ship" with the Borer Drones. However, that's a tenuous argument because mining strength is purely mod content, and since the mining strengths for vanilla content were decided on by another (admittedly prolific) modder - and there's only like two vanilla ships that have a strength - there isn't really much to base your values on besides other mods. A lot of my mining strengths start as pretty hand-wavy values and don't get much change before I'm satisfied with them, though I do use said other mods as indicators.

Regardless, that also overlooks a potentially more important argument: you can hum and hah about the face values as much as you like, but in reality mining strength is just one more value to keep in mind alongside everything else. Balancing "in a vacuum" as it is known is strongly discouraged; you should always keep the big picture in mind.

Take the Starlifter for instance: Huge, slow and seriously easy to kill. (Have you played the "Trainwreck" mission?) Plus the ship's designed primarily for mining. It has big weaknesses and big strengths - mining is one of those strengths. I think it's allowed a large base mining strength, and if a player wants to splurge on mining weapons to push it even higher, they pay the price in a lack of defensive weaponry.

Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Captain Trek on December 16, 2019, 05:28:38 AM
Well I'd argue that having capital-sized gantry and surveying equipment, and relatively beefy cargo and fuel capacity is already a fantastic amount of utility for a non-combat/semi-combat capital to have, and even 50-70 mining strength would still mark it as one of the premiere mining ships across the modiverse even before player-installed equipment, especially if my proposed Fishkill nerf goes through (which indications Alfonzo's been giving me are that it very well might).

Still, like I said, if you decide not to reduce the Lifter and Trion's mining strength, I'll respect that.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on December 16, 2019, 09:24:57 PM
I suppose it all depends what your reference frame is for a "high" value. Me, I'm looking at the mod ship ratings defined in Nex's own config file (may not be the most recent version, but not very old), and 100 for a dedicated mining capital ship seems perfectly reasonable to me.

Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Deageon on January 01, 2020, 11:12:44 AM
Does the Black Arrow stealth corvette actually have any sneaky abilities somehow or is it just a shuttle-less version of the red arrow?
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on January 01, 2020, 06:27:00 PM
Does the Black Arrow stealth corvette actually have any sneaky abilities somehow or is it just a shuttle-less version of the red arrow?

Indeed it does have sneaky abilities. It has the same Phase Field hullmod that phase ships have, which reduces its sensor profile to zero, and also carries a Phase Skimmer for its active system.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: McMuster on February 22, 2020, 10:59:28 AM
Hey, I'm trying to set up a lighter version of this mod for my games, is it possible to disable ships im not interested in from spawning?
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on February 22, 2020, 12:50:32 PM
It is indeed possible.

Those ships that are part of blueprint packages - ie. "common" ships - you can disable by removing them from the blueprints they're attached to. Navigate in DaRa's files to [ data > hulls > ship_data.csv ] and open that file with a spreadsheet editor - Excel or LibreOffice is recommended. Then scroll sideways to the "tags" column and delete the "_bp" tags for the ships you don't want.

Take note though! If a ship has the "rare_bp" tag I'm fairly sure you'll need to perform a separate step. You need to navigate further to [data > world > factions ] and find each of the .faction files for factions that use that ship. (Open these in a raw text editor like Notepad++.) Then you have to find each entry for the ship in their "knownHulls" and delete it. (If it turns out this isn't necessary, then awesome, the game's current faction/ships known/blueprint system is even more cool than I thought!)

With a little trial and error you should be able to do this pretty smoothly. Be sure to make backups before you change any files though!
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: McMuster on February 22, 2020, 06:15:07 PM
Thanks boss, I take it other mods work this way too? Also, looks like weapon _bp and Wing _bp tags can be removed from the Weapon_Data and Wing_Data .csv files
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on February 22, 2020, 07:43:24 PM
Thanks boss, I take it other mods work this way too? Also, looks like weapon _bp and Wing _bp tags can be removed from the Weapon_Data and Wing_Data .csv files

Pretty much, and pretty much. Some mods DO have scripted methods for spawning ships/items/whatevers, but such things are rare, and let's be honest, you shouldn't need or want to disable those anyway. ;)
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: RoquetheRogue on February 22, 2020, 08:51:54 PM
Hello AxleMC131!

Are the Black Arrow, Nightblade and insurgent secret blueprints or we can't build them by design?

Thank you for your hard work!
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on February 22, 2020, 11:05:38 PM
Hello AxleMC131!

Are the Black Arrow, Nightblade and insurgent secret blueprints or we can't build them by design?

Thank you for your hard work!

They're "rare_bp" blueprints. You should be able to find them just like any other single ship blueprint, either through faction raiding or outworld salvaging. They are not part of the regular High-Tech blueprint package, if that's what you're implying.

And you are very welcome. :D
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: RoquetheRogue on February 24, 2020, 08:22:55 PM
There was a mighty text wall riding high, it got brought down low *pats back*

I'm doing a playthrough that I require their unique styles, but I can't find them at all in Prism Freeport through bp trade, or exploring, raiding is kinda impossible since I'm under a TTS commission, I suppose I'll keep trying, but I'm seeing if I mod it, and make a Covert Ops bp I could buy or find including these and other stealth-like ships.

Thank you for your time.
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: SukmaZaki on June 18, 2020, 08:50:57 PM
I like Vendetta-class, so much concentrated fire power for my low tech fleet, build, but it's seem lack of base Flux capasitor.   :-\

Overall, i love your work and kitbashing, can't wait to see more :D
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: AxleMC131 on June 23, 2020, 12:30:26 AM
I like Vendetta-class, so much concentrated fire power for my low tech fleet, build, but it's seem lack of base Flux capasitor.   :-\

Overall, i love your work and kitbashing, can't wait to see more :D

Glad you like the ships! Indeed there will be a few new faces when I get around to finishing my big update.

As for the Vendetta, don't forget that she's primarily a missile-based capital ship, and doesn't require as much flux as a ballistic- or energy-based hull. Compare its 15,000 base flux capacity to the Onslaught's 17,000 (and also note base dissipation, 500 to 600) - the Onslaught has a much heavier focus on direct-fire (flux-generating) weaponry, including the Thermal Pulse Cannons which are huge flux hogs. By comparison, the Vendetta can sacrifice an equivalent flux capacity easily in order to bring those heavy missile barrages into play. Don't underestimate the strength of missile weaponry, especially en masse!
Title: Re: [0.9.1a] Disassemble Reassemble v1.6.9 - Another lovingly kitbashed ship pack!
Post by: Satirical on September 02, 2020, 11:59:19 PM
Good mod my favorite is the Dram (A)-class Tanker 8) this is a must have mod