looking good!
does Katrina have built-in industry hullmods?
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.
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.
That's intentional. A lot of its versatility comes from the fighters you choose to take.
It's technically a frigate, so no. It gives the same bonus as a Shepherd would.
QuoteIt'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).
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
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.
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
Is it save compatible btw?
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.
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.
Tac lasers seem to be the best weapon, high utility and low OP cost.
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]
HBL with 2 LRPDs in support would make it a nice interceptor.
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.
Any plans to update this to 8.1?
You could update the Manta's sprite and slap 8.1a on it ;)
id,strength
,
,
,
,
,
dara_katrina,10
dara_mole_ftr,0.5
id,strengthdara_katrina,10dara_mole_ftr,0.5
I found a pretty effective variant for the Manta.I usually put Khopeshes and have them hang around the Manta. That and the alternating ion cannons in the front.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 AISpoiler(http://i.imgur.com/5sBmcFz.png)[close]
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.
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
found this bug after my Wren (P) got killed in a battle...
This mod looks great! But I love the spectacle and I hope that you make more exploration and science ships.
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.
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.
I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.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.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.
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.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. :DSpoiler(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.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. ^^
When supporting a ship they tend to hang around behind it instead of using the range of their needlers.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.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.
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.
Does this mod need specific graphic mods to work? Or is it low-performance PC friendly?
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.
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 ::)
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? ;)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.
The new weapons don't seem to spawn very often.
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.
Might i humbly request a ship?
A Atlas variant...
cargo holds replaced by a missile autofactory and as many launch tubes as possible without compromising the structural integrity too much.
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)
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.
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).
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.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.
actually, Shepherd is tagged as carrier, and not tagged as civilian...
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.
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.
... frankly I don't think most starsector modders are qualified to be authorities on what's balanced or not.
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.
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
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
-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.
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.Pather: BANZAAAAAI!
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
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 kinda like the "messy" aspect of the sprite.
The Fast Missile system is quite surprisingly effective for a capital ship.
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).
Heh, it is isn't it? Just be careful with it - it generates a good chunk of flux on use!
Would clearly be interested to know your work flow about the process of spriting!
-snip-
* THIS UPDATE WILL BREAK SAVES!!!
-snip-
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
Chakram = Sturmovik
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.
I guess most of the other players of this mod post their feedback directly to me in the Discord channel. 8)
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.
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)
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.....
- 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?
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'.
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
The new sprites are rellay nice. I especially love the new Wren (the old one was a little bit, cartoonish?)
I need to remember that all disassemble reassemble updates LOOOOVE breaking saves.Use save transfer to continue it.
There goes my lv-58 run ;_;
I need to remember that all disassemble reassemble updates LOOOOVE breaking saves.
There goes my lv-58 run ;_;
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.
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.
[ATTENTION!]...I used Mediafire a few days ago...Well thanks for telling me anyway!
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.
[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...
[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.
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.
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
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)
Question I am getting some errors in my log and some of them seem to be from this mod
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.
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.
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)
- 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.
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?
(post the a gif of the nitro system)
Any ETA on a .9a update?
Hey, this broke my save!My save seems perfectly fine. Have you updated Arsenal Expansion recently? I know that their new update breaks saves.
;)
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)
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.
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.
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?
- Increased Trebuchet supply usage (maintenance and recovery) from 4 to 5 supplies
"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]}
}
"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.
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.
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
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!
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.
Guess that's just not how my sense of humour works. ;)
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.
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.
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?
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?
A bit of feedback...
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.
Also, I did a thing.
Also really noticeably with Shepherds - just nick on of their engines and they go genuine beyblade.
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.
I am running so many mods I have my RAM allocation set to 10 gigs, if that tells you anything.
"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.
},
},
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?
Oh I see figured it out, thanks. Is there some way to know they don't have actual tracking in advance from the description?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?
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.
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?
<Swift guidance stuff>
I've taken to adding that stuff in 'customPrimary' and 'customAncillary' with highlights as needed.
... i actually didn't notice there were any toggles at all, so you improved my gameplay for sure
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?
Version 1.6.6
...
- Repurposed Fighter Bays is no longer a Logistics hullmod (does not require dock to equip/remove)
...
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!
Got a runtime exception while raiding Bharata (Persean League controlled). Running Nex.Code3290919 [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!
Got a runtime exception while raiding Bharata (Persean League controlled). Running Nex.Code3290919 [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.
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
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.
Seems reasonable. So the lifter, for instance, should be losing 40 mining strength, correct?
Does the Black Arrow stealth corvette actually have any sneaky abilities somehow or is it just a shuttle-less version of the red arrow?
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
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!
There was a mighty text wall riding high, it got brought down low*pats back*
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
I really love the fighter wings in this mod (firebird is the best wing 8) , not just from this mod but out of all wings ever created), but i see a problem with the enigma. Enigma is way too weak for a wing that costs 20 OP...
About vendetta, in the codex it says something like being sibling with onslaught and being a missile focused warship. How about some built-in missile weapons for vendetta? That would be cool just like how onslaught have a pair of built-in TPC.
... The Vendetta is already in my game (even managed to get its blueprint the campaign before this one), is it because there are other mods introducing it?
Is it the vanilla Vendetta or a variant of it? Some mods add skins and variants of other ships from other mods. The Mayasuran faction mod, for example, has a Manta(M), but it doesn't require DaRa to show up.
I think Vendetta XIV included in XIV blueprint.
(An aside question for Axle, is it possible to add additional starts to Nexerelin from your end? If so, can we see a Nex start option with a Starlifter?)
It’s a cool idea, for sure! However I haven’t ever felt the need for a custom built-in on the Vendetta, I think it’s special enough as a ship even without that. Further, a couple of DaRa weapons (the Anaximander specifically, and the upcoming Dynamo torpedo launcher) were designed with the Vendetta in mind as a launch platform. Maybe the XIV variant could accept a built-in, but I’m really not sure what. (A built-in for the sake of looking more like the Onslaught would be kinda boring in my opinion, and make the Vendetta seem rather a cheap concept next to the Onslaught. Also the Legion has no built-in weapons or fighters, yet is also an Onslaught companion.)I find ships with built-ins less enjoyable than modular ships. There's no reason for Vendetta to get anything like that, it's neither weak nor boring.
Quick question: Is it possible to use version checker on this mod now, or is that Java issue still unsolved?
Why is it bad to put safety override on a Lysander? It's seam to be doing ok in simulation.
Quick question: Is it possible to use version checker on this mod now, or is that Java issue still unsolved?
I wasn’t aware Version Checker didn’t work with DaRa in the first place! ??? Can you elaborate? And has anyone else had similar issues?
A chance, yes. A tiny slim one. Soon, definitely not.
...
I know it's been 2 years since the last update, so no pressure, but if you decide to stop working on this will you give us permission to carry on your work for you?
I was wondering if you get fat donation if this will be fast enogh bring back mod to life in crurent wrsion.
Feel the overclocked fighter variants cloud the market up a bit. Not a problem but maybe it could be a ship system add on rather then separate blueprint.
This is tied for my favourite kitbash mod of all time. The Constellation-class destroyer was my favourite starter ship for ages, and still holds a special place in my heart. Thank you for making it. You are, and will always remain, a legend.
Is there a support group for people going through manta withdrawal?
Beautiful vanilla looking ships. I miss the Katrina tbh
A Katrina was a mainstay, but I've moved on to Vayra's Sector, for now, for cheap salvage gantries.
Oh well, Manta was part of my game so long I'd started to forget it wasn't vanilla.
Will the updated version of this mod be safe to add to in-progress games or will cause untold suffering and misery?
get this darned update out this year. I hope people are glad to know
You may NOT under any circumstances:
- Re-publish this mod or features from it under your own name, even if you have modified assets, without original content credit
Are unofficial updates ("bootlegs") something that you oppose, or are they ok by you?
There has been a small amount of recent talk of them in the Starsector Discord, haven't seen any pop up yet but wanted to see if you had a stance.
The relevant line from the license file is:QuoteYou may NOT under any circumstances:
- Re-publish this mod or features from it under your own name, even if you have modified assets, without original content credit
which implies that bootlegs are, at least, allowable under the license, with credit given.
I have no problem with people modifying DaRa files of their own accord to bring the mod up to current game spec. I DO have a problem with such updated versions of the mod being made publicly available.
I just loaded up on mods and was going to start playing again for the first time in over a year, after making peace with not having Tiandong or Blackrock in the current version, and then realized just how many DaRa ships I used to use without even realizing they weren't vanilla. My main goal in my original playthrough (other than just exploring) was to find a Sturmovik S.
I hope the mod's updated soon.
Ok guess retribution needs a name change now.
It’s already had one for the coming update, don’t fret.
I have no problem with people modifying DaRa files of their own accord to bring the mod up to current game spec. I DO have a problem with such updated versions of the mod being made publicly available.