(https://i.imgur.com/L2rbgwF.png)
"The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. Instead, it's run on meat, on the poor unfortunates that get in it's way and the lost souls decieved by profits and advancement until it's too late." ~ Folly of Greed, Jebidiah Exalted
Many cycles ago, a daring space miner called Haseo 'Hazard' Fuyutsuki set out into the Outer Rim to make his fortune with nothing by a Shepherd, some loose change and a dream. Today, the Company he founded holds an iron grip beyond the Core Worlds, always seeking more profit. Made up of adventurers, freebooters and mercenaries, Hazard Mining Incorporated is well known as a company where anyone can make their fortune. It is also well known for being unethical in the acquisition of goods, luxuries and technology from the Outer Rim colonies. The Luddic Church often demands the destruction of this 'Soulless Machine', and other established factions are rendered nervous by the accusations of briganditry, banditry, protection racketeering, and possibly even genocide. But while the Company continues to churn out absurdedly high profits and an endless supply of raw goods, the major factions remain placated...for now...
Hazard Mining Incorporated holds tenuous dominion over four systems, and an iron grip on a fifth, beyond space claimed by Luddic Church. These systems are filled to the brim with pirates, luddites, and dangers unheard of in the Core Systems. It is heavily advised that anyone seeking high adventure or lucrative trading opportunities there be well-equipped and ready for anything - not even the expensive protections offered by the Company can guarantee your safety there. However, if one can survive the gauntlet of horrors, insane profits can be made trading with the more difficult to reach colonies of the HMI.
The Company is well reknowned for their Junker ships. These vessels are cheap, efficient but fair poorly in combat. Their key advantage is that they are nigh impossible to completely destroy, with lost hulls being put back together in more efficient ways. With increasing number of d-mods on these ships, there is an increase in the number of Ordinance Points up to 4 d-mods.
Spoiler
(https://i.imgur.com/qZoxDyB.png)
Another known feature of Hazard Mining Incorporated is their library of unusual technologies acquired from the dark recesses of space. These designs are often incomplete; but Hazard Mining, not wanting to sell these on or spend the time to fix them, instead hack the LPC of the ship to produce something functional. These Techmined Hulls have unusual features and can be incredibly powerful, but suffer from key drawbacks in long engagements and can be problematic to handle logisitically. Techmined Hulls are powerful, however they lose Combat Readiness twice as fast after their Peak Time has expired, repair 50% slower out of combat, and take 50% more damage from storms and coronas.
Spoiler
(https://i.imgur.com/UYzNSrl.png)
Further, several hulls have entered circulation in other factions as a result of HMI activity, including some rare ones not seen here:
Spoiler
(https://i.imgur.com/WX9rycf.png)
Possibly due to rampant Company harvesting of systems infested with [REDACTED] and [REDACTED], there appears to be new hulls observed in these [REDACTED] fleets, along with rare and unusual [REDACTED] hulls:
Spoiler
(https://i.imgur.com/c7JF5SM.png)
In addition to the seemingly endless supply of raw materials, unique and rare commodities from beyond the Core Worlds are also produced by the HMI. Many are considered illegal by the established factions, but they still remain in high demand:
Spoiler
(https://i.imgur.com/0i6cyAc.png)
THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.
DOWNLOAD HMI HERE (https://www.dropbox.com/scl/fi/zlzle921izonk9zujkg0c/HMI_0_3_7b.zip?rlkey=j4lmriaph6vb9u7em5e34qq32&dl=1)
---
Due to the original mod becoming too large, I split the mod up into three seperate mods. Below you can find the two 'sub' mods of HMI; these mods can be downlaoded and used independantly of HMI and each other.
The Brighton Federation
A collection of refugees from some terrible disaster, the Brighton Federation is a desperate polity. Given their location, and how they lie firmly beneath the attention of the other major powers as a weakling polity without access to great resources, the Brighton Federation relies heavily on hulls scavanged from Remnants and Derelicts, and converted into crewable vessels. These vessels are somewhat poorer in quality than expected, but mass well.
Spoiler
(https://i.imgur.com/y5LmAJW.png)
In addition to these scavanged hulls, Brighton also uses the hulls to recreate base-blueprint hulls from the main core systems. These ships suffer terrible drawbacks to everything from armour to hull, but are much cheaper to run and pack a significantly greater missile complement than their well-constructed cousins.
Spoiler
(https://i.imgur.com/CYBp9uJ.png)
THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.
DOWNLOAD BRIGHTON FEDERATION HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_brighton_0_03c.zip)
Hazard Mining Supervillains
The Draco Group and the Fang Society are two truly deranged factions that inhabit the south-western part of the sector. Both organisations suffer from an obsession with gene-modding to go above conventional humanity in strength, speed, intelligence - and cruelty.
The Draco Group, aristocratic and cold, harvest populations to imbibe their blood in their hedonistic rituals, reaving on high-speed high-tech ships from the system of Prester John. The Fang Society, animalistic and vicious, prey on defenseless peoples to consume, eat and torture, roaming the sector from heavily armoured but shieldless ships. Often destroying these ships leave behind grim cargoes that the enterprising and amoral captain can sell later on for profit.
While their hatred for the Sector is well known, their loathing for each other is even greater. It is for this reason that their impact on the Sector at large is relatively minor, as they are more content to butcher each other.
Spoiler
(https://i.imgur.com/hfOawnl.png)
THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.
DOWNLOAD HMI SUPERVILLAINS HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_Supervillains_0_0_4e.zip)
---
This is my third 'faction' so to speak. It has since morphed from a small modification to an altogether hungrier beast. This beast became so bloated that I split it up into three more mods, which are independantly useable in their own right. All the secret, hidden content remains in the main HMI mod, and to find it you'll have to read the clues and figure things out rather than find a guy to give you the quest - largely because coding a quest is beyond my capabilities. This mod pack contains a now unique 'Junker' faction, five mini-boss factions, an optional Scavanged Derelict/Remnant faction, and four hidden systems for you to stumble upon in your adventures. This mod is inspired by ORA, Metellson and the idea of a player-created space empire based on conquered pirate markets. Hopefully this will be an interesting addition to any game, however be forewarned that some people take issue to some of the more...unusual content added by this mod. Please let me know if I've done anything hilariously wrong. I will also rename the Scarecrow if the Obscene Mod Nevermore is ever made into an IBB.
Credits:
Dark.Revenant, Histidine and Alex for coding help - this mod could not be done without these brilliant people
Mesotronik, AxleMC, Tartifletee, HELMUT, Azmond and the Discord Server for inspiration, spriting help and refinement (and in the case of Meso, Sounds).
Gen Waffle, Avanitia, Nia and HELMUT for doing an outrageous amount of playtesting - very much appreciated!
If you feel like giving me a tip - please don't. Instead, please direct any donations to the Mesotronik Charity Drive (https://fractalsoftworks.com/forum/index.php?topic=19739.0). The guy needs it a heckovalot more than I do, and he's in a really bad situation at the moment. Anything you can give helps.
Doing a Nexerelin+lotsa factions conquest-heavy playthrough with 1.0 of H.M.I.
I think I get what you're going for here. :) Cool star systems, I like the effort put into world building. Possible content spoilers ahead:
Spoiler
I got three Moras and some low-tech ships via a Hegemony commission and salvage, then went to conquer the southwest side of the map. Nobody likes the Ludds and the Persean systems north of them are juicy,
although I have a ton of faction mods enabled and have the feeling they'll get in my way moving north. So far I've spread out from the pirate stations to all HMI planets except the north-easternmost one.
HMI as an easy to conquer quasi-pirate/pather faction works. The sieges are viable with a small-ish fleet, but still varied and fun. The ship modifications have quite a bit of flavor.
One nitpick - the FANG fleets stick out a little due to awesome Enforcer hulls loaded with really ineffective weapons. Maybe I was expecting more with the paint scheme, maybe they're not quite tweaked in yet...
Curious to see how the economy will stabilize once the invasion penalties wear off and market stabilizes. Will try to make captures outside the carved out "empire" strategic based on supply/demand and see what that does!
In mod_info.json, version number is defined incorrectly as 0.5.1 instead of 0.1.5.
The masterVersionFile being linked to in hmi.version (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/hmi.version) defines mod version as 0.5.1 while the .version file bundled in the download defines it as 0.1.5, which causes Version Checker to announce there is an update available.
I forgot to report this one in the earlier versions, but HMI.json in data\config\exerelinFactionConfig has a typo on line 32:
"shadow_industry": -0.4. #You're not even out here! Why are you bitching about us!?
The . instead of the comma malforms the file and stops some stuff being defined (there are no valid fleet choices when trying to start as HMI currently, even though startShips are defined in the faction file, because of this typo).
`Thanks for help.
Meet Mess nano ships and they weren't specially though.
Fangs ship look cool with their paint job are their ships lootable?
BTW How your new trade goods work? Do they work as replacements for some normal goods or are different case? What about production?
Spoiler
Mess ships are weak for their class, unless you run into one with an absurd, and possibly horrific loadout, or a whole carrier swarm. Especially if it's a Dominator with nothing but Tachyon Lances or Typhoon Reaper Launchers.
Fang and Draco ships are lootable and pilotable, unlike the Mess ships, however they do have major drawbacks to using them.
The trade goods are like Volturnian Lobster - the further away you are from the source of the goods, the more expensive they become. They are produced irregularly from their sources, or more regularly from the Fuyutsuki market but dependant on market stability. As a byproduct, selling marines at the Fuyutsuki market is quite profitable. The Nanite Goo is also dropped by [REDACTED] in Galena.
I'm getting fatal:null errors when trying to run the latest version.
This is what's at the end of my starsector.log:
Spoiler
3035 [Thread-4] WARN com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull [aurora_s] from ship_data.csv not found in store
3280 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(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)
Great mod though. I can always appreciate some more junker/pirate ships.
In your latest version, I'm getting the following 2 crashes:
1: In simulator, pressing ESC crashes because "hmi_draco_sunder_Assault.variant" has an invalid weapon slot.
2: Found a Tempest VIII recovered from exploring ruins. Game crashes on opening the refit screen in fleet view.
Here's that crash:
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.ui.oOOO.new.super(Unknown Source)
at com.fs.starfarer.ui.oOOO.new.Ò00000(Unknown Source)
at com.fs.starfarer.coreui.refit.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.supernew.super(Unknown Source)
at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.classsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.void.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
Got a crash that seems rather HMI-related while just flying around:
181524 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.campaign.fleets.FangFleetManager.spawnFleet(FangFleetManager.java:50)
at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
While I have been quiet recently, it's because I've been workking on getting some procgen stuff into the mod, while also making updates. Unfortunately, I have been having difficulties in doing this, while the number of issues with HMI has increased. Consequently I am releasing this update without the procgen content available. Thanks for all the feedback and criticisms!
This update WILL BREAK SAVES, but should be overall a much better experience. Download HERE.
Current changelog:
Spoiler
Ships:
-Added the Trapdoor; a Talon armed only with a single bomb.
-Upped the supply cost of the Donkey and Ass.
-The Donkey no longer has a salvage gantry.
-Fixed the assault suite on the Hammerhead (TT) to actually cut range.
-Upped the speed of the Remora drones and gave them a description; Remora now has civilian hull.
-May have tweaked a few other stats on a few ships.
Weapons:
-Attempted to, once again, reduce the spawn rates of HMI weapons in markets.
-Tweaked some of the more inaccurate descriptions.
-May have tweaked some of the weapon stats.
Campaign
-Fang and Draco factions no longer spawn raider bases.
-Fang and Draco now spawn bigger, meaner fleets in Obsidian.
-Moved the inner Jump point in Mercy to directly over Soul, upped market size; should now be more dangerous to try and trade there.
-The Main market in Opuntia now also produces ship hulls.
-Removed 'Distant Polity' from the main markets in Kamikaze, made the pirate market larger, jump points moved further away from their respective stations; should be less easy to cheat infinite money.
-Fuyutsuki now does not produce HMI-specific goods; if you want them you have to go out and get them.
I love this mod/faction but the only thing bugging me is that it's weapons and ships are /very/ common. No matter where i go shopping the traders are full of HMI stuff- so much that at least half of everything purchasable is from your mod.
Anyway to restrict HMI specific stuff to HMI planets/traders/stations or make them a lot less common?
Also the screenshots said HMI Unique but I've seen pirates use them, as well as in traders not even close to any HMI systems. One pirate fleet had 2 Junk's for some reason.
Edit: I just spotted another Pirate fleet stacked with HMI "Unique" ships.
Spoiler
(http://puu.sh/E62xS/25ffc392c6.jpg)
Red Water doesn't seem to exist/get produced in a Random Core worlds/Derelict Sector in Nexerelin and everyone is making Trade missions for it all the Time :(
Any way to get a planet to produce it?
Spoiler
(http://puu.sh/E94C1/a6f1b09012.jpg)
I would like to see asteroid ships. Like, ships that are made inside of mined-out asteroids.
It would kinda fit HMI as they do a lot of mining and hey, why not put an engine on that asteroid and slap guns on it, it's basically a free ship hull.
Spoiler
(http://puu.sh/E9NeT/680d151327.jpg)
Maybe a drone fabricator that fabricates a drone *WITH A GUN*. It'll probably be op but it is a large missile slot
There's another mod that has these but I don't know which :( I got too many.
Some questions
The Herakles visually has a small slot on its rear end, however there is no entry for it. The Paragon has one on the same spot so likely an oversight?
Spoiler
The remnant mess (and domres) fighters don't have descriptions nor a HIDE_IN_CODEX tag like the other mess stuff and shown in the codex. It's been like this for several versions so is it meant to be like this?
The Caballo Loco (Fang) ship doesn't have Safety overrides and ECM Package hullmods despite its description stating "usual Fang Society modifications". All other fang ships have them so aren't they part of the usual modifications they do to their ships?
Some suggestions I came up while playing with HMI ships and fiddling around with files to test them out
Remove the "COMBAT" hints from the Scintilla (Scav), Berserker (Scav) and Rampart (Scav) so they will stop driving themselves into the frontlines. The Scintilla is too fragile ,the Rampart and Berserker do not have the flux stats nor the mobility to be a front line ship. This also lets them use their ship systems freely because the AI stops using them after building enough flux which happens alot if they're getting hit with hard flux.
Remove every hint except HIDE_IN_CODEX from the Brilliant (Scav), It only has 1 fighter wing and the Brilliant that it is based on doesn't have the CARRIER hint. It will use it's fighters fine without them and makes it easier to assign an eliminate order to it.(Maybe do the same to the Scarecrow too.)
The ship system Rapid repair isn't utilized by the AI effectively and just kinda spams it near any enemy even if it has no disabled weapons or engines. This makes it kinda useless especially on the shotglass because it mostly dies before any weapons or engines break. So I have 3 ideas for this:
idea 1. Remove Rapid repair and replace them with common systems like flare launchers, burn drives, ammo feeder and maneuvering jets. Give the junker hullmod a repair speed boost effect.
idea 2. Give it custom ship system AI which sounds difficult
idea 3. Make skin files of them which have different ship systems. Should nicely fit in with the fact that they're made out of bits and pieces from different ships.
I did idea 3 to my game and while having issues like duplicate shotglass and greasy ships in the custom production tab, now most junker ships are AI-friendly. Maybe there is a more elegant way of implementing this but it works.
All ships with a decimal point in their supplies/rec entry should have them rounded up or down. For example the Warden (Scav) has 1.75 as its recovery cost. However the game rounds it up to 2 and deploying 4 Wardens will show Recovery cost as 8. For deployment points, 1.75 is rounded down to 1 making this a little confusing. Unless this is intended, round them up or down.
Add more OP to Brilliant (Scav) and maybe Lumen (Scav). Reasons for the Brilliant is because it simply has more/larger mounts to fill than the original Brilliant. As for the Lumen, because how DP is rounded down the Glimmer is 3 DP too and has 50 OP, omni shields and mostly better other stats so the Lumen should have 50 OP too.
Brilliant could use 10 or even 20 more OP . Add 10 OP to the Lumen and maybe give its omni shield back.
Give the Fulgent (Scav) more mobility. Compared to the original it mostly has worse everything except max flux while gaining only 10 OP. If it lost armor and hull, etc, it should lose some mass as well. So why not make it faster than the original instead of slower? Make the 75 top speed into 95 top speed and maybe give it better maneuverability as well.(Also why is it 12DP compared to the 11 of the original)
EDIT:Forgot to add that the Mark IV Cannon has too much sustained DPS for a 16 OP weapon and outclasses the Mark IX Autocannon.
Add the Radiant (Scav).
Further, due to the tournament, I've decided to hit HMI with the nerf bat.
-Herakles has lower dissipation, lower shield efficency, and a 60 DP cost.
-Berserkers now have a 14 DP cost.
-Brilliant now have a 28 DP cost.
The two first nerfs are good, however with the Brilliant I think taking away missile capable slots are a better way to nerf it since that is what made them powerful in the tournament. Nerfing DP and maintenance costs won't really solve the problem IMO and will just make the ship needlessly worse in normal gameplay.
Maybe turn the two missile hardpoints in the upper right (WS0005 and WS0006) to hybrid (or ballistic/energy only to better suit the theme of worse remnant ships)much like the original?
(https://i.imgur.com/eadfkRK.png)
(Don't mind the wider arc on the small ballistic on the rear right, although I would like it to be official.)
Anyway, I have some suggestions/questions like before
Why is the Rampart (Scav) designated as "Carrier Freighter" when all it has is 50 more cargo over the Berserker (Scav)? Perhaps the Berserker has too much? I'd just remove the Freighter designation from it.
Since the Scintilla (Scav) is no longer a "Battlecarrier" (no COMBAT hint) maybe give it back its original "Light Carrier" designation.
I think the Scarecrow can have the same treatment as Brilliant regarding its hints. It only has one fighter bay so it should be treated as a warship.
A few ships still have decimal points in their supplies/rec entry which are the Shepherd variants, and the prototype Tempests. If you want their maintenance cost to be exactly what they are right now, you can leave the maintenance cost alone since maintenance cost already uses decimal points.
The Suzuki-Clapteryon Thermal Projector kinda sucks right now and the Autopulse Laser is better at 20 OP. I gave it 50 more damage per shot, and 2 more ammo so it has 3500 magazine damage compared to 4500 of the Autopulse laser. It has even lower sustained DPS than the Autopulse laser so I think it is justified.(Unless its meant to be bad.) also the name is too long
Seth Drone Generators(the medium one) cost too much OP for what they are. Free HE missiles sound powerful but the fragments they burst into are shot down easily and also hits allies.
Kane Torpedoes should cost 2 OP as they already trade some damage for tracking ability, which isnt that great either.
Try adding "separateRecoilForLinkedBarrels":"TRUE", to the Williamson Shotgun(sml_shotgrun.wpn). It will look better as shots will spread more randomly.
Maybe give the Suo Wang Pulser a bit more ammo? It currently only has 660 magazine damage, which isnt that much. I would rather mount the Double IR Laser for just 1 more OP.
Some variants have a "?" in their names due to an escape character "\r" being present in their names. A list of files with this error:
Spoiler
berserker_scav_drone.variant
brasher_cs2.variant
cockroach_anvil.variant
cockroach_outdated2.variant
zebu_miner.variant
In Nexerelin, HMI tends to lose Fuyutsuki very easily due to it lacking ground defenses and being only size 6. Maybe make it size 7 and give it ground defenses. Make a NERV headquarters industry for better ground defense
Spoiler
It seems that you've disabled the systems that domain resurgent and remnant mess are supposed to spawn in, but still adding stuff related to them. Are they under construction or you simply forgot that you disabled them? If the former, can you tell me how much they are completed?
The Draco version of the Sunder has small ballistic slots. I think energy slots for more disco lasers suit them better.
EDIT:Forgot to add that the Retrofitted Mining Laser is very common in pirate fleets making them weaker than usual. I can't really prove this but I think removing some weapon tags should make them less common. I removed the energy0 and beam0 tags.
EDIT2:The Berserker(Scav) is classified as a cruiser. The original hull is a destroyer. Is this intentional?
I decided to play a HMI campaign with the beta version from the discord. I wanted to go with an Industry/Leadership focused playthrough, more focused on commanding a fleet than piloting. Because of the vast amount of content added by the mod, i preferred to focus exclusively on the Junker ships. I also disabled the sub-faction like Fang and Brighton because my PC is a also a junker. Anyway, here's how it went.
As i knew beforehand of the dubious quality of Junker ships, i started my campaign with the Nexerelin "small combat fleet" (Cockroach destroyer, Greasy and Shotglass frigates) start instead of going with just lone frigate. A few experiments in the simulator indeed confirmed my original thoughts about my new ships : they are junk. Slow, unshielded, unarmoured, with shoddy flux stats. The absence of proper shield or any defence system made the Junkers unable to fight for prolonged duration, and their lack of mobility left them extremely vulnerable to kiting. Even with their incredible amount of hull point, there was no way my ships would handle a long battle. All of those flaws ensured they would never survive in a fair fight.
Fortunately, Junkers neither need to fight fairly, nor to survive said fight.
There was a wise guy that once said that the best defence is a good offence. Another wise (?) guy also that said that quantity have a quality all its own. With this in mind, i went to build my warfleet. Every single ships were based on the idea of lobbing as many harpoons and sabots as possible, all in the purpose of maximising their alpha strike potential. The enemy can't shoot you if the enemy is dead. That's one way to resolve the survivability issue with Junkers.
Among the first few ships i got was the Shotglass. A frigate barely deserving of being crewed both for safety reasons and actual fighting ability. It's a piece of scrap, but it's a dirt cheap piece of scrap with a missile mount. If somehow you can't find a Kite laying around, the Shotglass will do. There's no magic trick that makes the Shotglass good, but it doesn't need to be "good", it just need to shoot at things sufficiently until they die. A few eliminate order, every weapons set to linked on the same weapon group... This is a good way to ensure your stuff will fire everything they've got before exploding. And when there's a few Shotglasses in the fleet just doing that, things start to die surprisingly fast, both on your side and the enemy's.
Thanks to their affordable price, i could buy a few more frigates before leaving for bounty hunting. The Snail was one of those frigate, and it is probably the most dangerous tool in the HMI roster. Even cheaper to deploy than a Vigilance, and with more missiles, it flies the same way the Shotglass does, recklessly and violently. With its ridiculous armament, it can burst through any frigates and even destroyers that get in range. It still needs to survive long enough to unleash its entire payload, but that was rarely an issue since my faster Shotglasses usually reach the frontline first to distract the enemy.
I also got myself a Streak. It's not as good as a Snail, but the medium missile hardpoint still makes the Streak an interesting addition in a fleet, and its numerous ballistic mounts gives it a very nasty bite if it can get close without exploding. It's also the best Safety Override frigate the Junkers have access to. With its numerous front facing mounts, it can pump out an absurdly high amount of DPS, enough to threaten even the biggest destroyers.
The Greasy works just like the Streak, although it trades firepower for resilience. There's not much to say here, the Greasy isn't as spectacular as the Snail or Streak at killing things, but it does a good enough job. It's not like i had a reason not to deploy as many ships as possible anyway, so every ship i could get my hands on were sent to the frontline.
The Cockroach destroyer was my first flagship. Like all Junker ships, the Cockroach tank hits with its hull, and it got a lot of hull, even more so with Reinforced Bulkhead and Blast Door, which are absolutely mandatory hullmods for Junkers by the way. It also got a very decent amount of missile mounts, and more than enough weapons to turn it into a Safety Override brute. Although at this point SO felt almost superfluous, since my fleet could end fights with missile saturation alone. There was no need to get close to actually fire my guns during early game, just sit at a reasonable distance and fire the missiles when appropriate.
This is with this merry band of clunkers that i went hunting pirates, derelicts and the occasional remnants. Battles were finished very quickly, and casualties, mainly due to hugging exploding ships, could be salvaged safely after the encounter thanks to Reinforced Bulkhead. I went with the obvious route of Industry and Leaderships skills for this campaign, with a few Technology ones. Very rapidly, i amassed a large armada of D mods ridden junks, but it's okay, Junker ships love D mods! Each D mod (up to 4 i think?) does increase the OPs and reduce the repair costs. Combined with the Industry skills, those ships becomes very cheap to maintain and repair. Although each D mods also reduce the quality of the fighters, that's a trade off to keep in mind.
I rarely went back to the core worlds, only to resupply in fuel and crew. Yes, Junkers ships run on meat instead of supplies. Well, not literally, but even with the proper skills and Blast Doors, i kept losing large amounts of crewmen during battle. Hull tanking will do that to you. Supplies however are relatively plentiful in the outer rim, and you barely spend any on repair anyway.
As the campaign went on, i got my hands on more Junker ships. The Creep destroyer is probably the one i salvaged and used the most. It is the logical evolution of the Streak frigate, a fragile glass cannon with a hefty amount of missile mounts. Just like the Streak, the Creep can be built in one of the meanest SO destroyer. Which is exactly what i did. Junkers do struggle to catch faster ships. Using a lot of missiles and Safety Override tends to mitigate that weakness.
Also got a few Convict carriers. Unexpectedly expensive to deploy (as much as a Drover!), very fragile and slow. Because of D mods degrading the efficiency of fighters, it makes for a relatively poor carrier. It compensate by being an extremely heavily armed missile boat. if noticeably starved in OPs. My main issue was getting them to the frontline before the battle ended. To resolve that, i start the battle with an escort order on my carriers, forcing my fleet to deathball around them. Once the main bulk of the enemy's fleet is engaged, i can cancel the escort order and press the red button.
Spoiler
(https://i.imgur.com/a2ujk3V.png?1)
The red button. When you absolutely, positively got to kill everyone in the room, accept no substitutes.
Junkers love the red button, it's the signal that the leash is off and they can ignore trivial matters such as self preservation. Not a good idea to use from the get go, because you don't want your ships chasing that Hound on the edge of the map. That's also a good reason to start with the escort order to keep a close formation before the big brawl. Of course, after a time during big battles, your ships will inevitably disperse to chase something, but you can still force them to regroup for a moment, then repeat the process.
I also got my hands on the cruisers, the Roach King and Slugworth. Both are very similar, big bricks of armour plates welded together, with more weapons than good sense. The Roach King is the brawler, the one that is on the frontline, hugging that capital ship while choking on its guns flux. The Slugworth is the support, the one that is on the frontline, hugging that capital ship while choking on its guns flux. Except it also got fighters. Both got a lot of missiles, both were loaded in a way they could kill things as fast as possible with a blatant disregard for their own safety. And it worked! Backed by the rest of the fleet, my cruisers could dive deep in the enemy's formation, and kept going until they reached the other end of the battlefield, ignoring torpedoes and bombers trying to deplete their huge, fat sack of hullpoints. My crewmen didn't liked this tactic one bit, but hey, it "works".
A bit later, i acquired a Junk, the HMI combat superfreighter. As its title implies, the Junk is not really a combat ship, but just like a butcher knife isn't a weapon, it will still wreck anything that would think it little more than an armoured Atlas. The Pummerer cannon reach far, is accurate, have a high rate of fire, and hit surprisingly hard. Sadly i couldn't make good use of it as my battles always devolved into messy close combat brawls with constantly blocked line of sight. Regardless, the Junk is still a worthy acquisition, even if only for its gargantuan cargo hold, and you'll haul a lot of crap when playing HMI. Yes, it's slow as sin, but at this point in the campaign, i was daring everyone to try to engage for a fight, so i didn't cared much for its slowness. Oh i almost forgot, the Junk is also armed with an inexplicable build-in swarmer near its bridge., for some reason.
Early, mid and even some late game battle were handled fast enough that the lack of armour and shield weren't too much of an issue. Very late game however, proved to be more complicated. Drowning the enemy under an avalanche of missiles works only if you have the number advantage. This is why i eventually disabled the 30 ships limit in the player fleet, so i could see how far i could push it. Battles often devolved into a bloody meatgrinder, with extreme causalities on both sides, but i just need to win, if i win i can salvage back all i lost and keep going as if nothing happened. Moreover, if you play with Starship legends, Junkers are under-evaluated in term of power level, every fight will be counted as an uphill battle. The bonuses for winning such fight, even with 90% causalities, will often be positives. So yeah, 90% causality rate makes for an acceptable win for Junkers.
I did take a look at the fighters too. I was pretty underwhelmed by the Trapdoors bombers. Dirt cheap and fast but also extremely fragile and barely armed. I don't think they're worth it. Maybe if there were six of those per wing, maybe as a cheap alternative...
The Shell drones are similar, although not as bad. Cheap, and heavily armoured, but also barely armed and frustratingly slow. In theory they could be really annoying when massed, blobbing around a ship. However with their lack of mobility they would spend most of their time trying to chase a target, and anything slower than Shells usually have the firepower to rapidly burst through their heavy armour.
The Bombardment drone is a much more interesting one. It is simply a flying annihilator launcher. Unlike the Kopesh that fires all their missiles in one burst, the Bombardment function like the small annihilator launcher does. Yes that includes its hefty ammo capacity. That makes the Bombardment a very decent support bomber that rarely needs to reload, one that is best to keep at the ship's side as it keep firing volleys after volleys of rockets. It's also extremely cheap to mount, what's not to love? Arguably overpowered when used on a proper battlecarrier, a constant and unlimited stream of Annihilators for such a cheap price feels really damn strong. One thing of note, unlike conventional bombers running out of ammo, the Bombardment drone does not go back to resupply to the carrier when set in engage mode, it needs to be done manually by regrouping them. The Scale fighter also suffers from this issue.
Speaking of which, the Scale function in a nearly identical way as the Bombardment, although its is much more expensive, and its Mbecke rocket launcher is much weaker. But it also have much longer range. That long range makes the Scale a pretty incredibly fire support alternative to the Xyphos. Not really adapted to the fleet i used during this campaign, but something to keep in mind when playing another faction.
After a surprisingly long campaign, i finally met my end during a reckless incursion in Mansa. Overconfident, i charged headlong against three local fleets. I didn't expected those feeder drones to be a hard counter to my missile spam, and those high-tech ships are also pretty good at kiting. Oh well, that was a fun ride at least. I'm very sad that i never found a Fishkill carrier. The Junker Astral was all i could have wished for during this campaign, lot of missiles, lot of bombers, a truckload of hullpoints... Still, i managed to go pretty far with just a swarm of scrapships. As for the overall balance of the ships, it's... Hardto tell. Junkers does not really function like vanilla, or any other mod faction really, as such the comparison is difficult to make. The brutal missile spam deleting things obscenely fast could make them appear overpowered, but that's also something that vanilla ships can do, although to a lesser extent.
On top of bounty hunting, i also did some exploration, and i have to say i did quite enjoy the content added by HMI, the writing too. Vanilla is pretty barebone in that regard, so it's always a plus. The Domain Resurgent, the Horrors and the Mess also respectively bring some welcome mid, late and very late game challenge.
In the end, i did quite enjoy this campaign. The Junkers do have the chance of offering a playstyle completely different from other mods that i know of. It's also the closest thing we currently have to Warhammer 40.000 Orks in Starsector. HMI feels like a worthy addition to the modlist, although from my perspective it did feels more demanding on performances than other mods, which makes sense given all the stuff it brings in the sector. I personally won't use all the time, but for people that like exploration and plethora of content in the sector, HMI is a very good bet.
He posted a 'kek' video that showcases how terrible the AI is in fighting. Against ships that don't have EMP to shut down that unprotected, shieldless disaster.
I also forgot to mention something important considering the Junkers. The Rapid Repair system is i think their weakest point gameplay wise. It tends to completely invalidate EMP, flameouts and hullmods that are supposed to protect/repair against malfunctions. It's like a whole part of the game mechanics doesn't apply to them, which is a shame. I think they could become much more interesting with other systems, even simple ones like burn drive (which would help against kiting too). And it's not like they can't afford to add Automated Repair Unit to compensate for the loss of RR either.
The whole Junker fleet concept is fun, but the piloting is very similar from one ship to another because of RR (with a few exceptions), and it can become a bit boring after a while. I personally wish to see something more interesting in that regard.
I do think SOMETHING needs to be done about EMP/weapon damage, as making it outright immune is probably the source of many of these problems. Without that protection EMP will destroy them, but maybe something that precludes other EMP resistance would be good and rapid repairs could instead put a cooldown on having weapons disabled, so it still resists EMP like anything else building for it, but can't be locked forever by EMP. That way it could still be hit with EMP for plays but not shut down entirely.
"Rapid Repair" is not the problem. EMP can be effectively mitigated by vanilla countermeasures. Here is example:
https://youtu.be/C2NIgAH7d7w
This ship don't give a Spoiler
(https://i.imgur.com/mBIfkBX.jpg)
about Tachyon Lances, hes Hephestus Cannons didn't even stop fire for the entire lenght of the video. I really disapointed what Alfonzo just listen all of you and remove it from most of his ships, it helping, but this is not what cause this immunity to EMP.
It's like saying what Cathedral from Ship And Wepon pack is overpowered, while the core problem of this ship is vanilla 0-boost speed bonus which, for some reason, equal for all 4 ship classes, and, for some reason, uses flat bonus instead of %based, allow Cathedral, with installed make shift generators on it's auxilary modules, surf around at 80units of speed, cosplaying conquest, while being protected from damage and fire from all of his weapon mounts, which again, mostly rockets and mostly positioned outside "Core" part which abuses 0-flux boost.
Can i make a Request for a Ship? Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
Can i make a Request for a Ship? Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
You should check Spoiler
Atlas MKXIV from vayra mod
So I just cleared one of the special systems from hmi and would like to give a bit of feedback.
Spoiler
The system in question was Manchester and I hit it at the highest level of explorium alert so every battle was at its biggest, I liked how the posts consisted of a suicide rush of Safety Override strike frigate drones that were actually capable of swarming some of your ships to death, The satellites seem way out of wack though, crazy mine spam because something like three out of four ships in every drone fleet had the minefield hull mod, I lost many ships in those fights and I couldn't really come up with a way to insure no losses. Lastly the guardian stations were the easiest out of the three strangely enough, the stations were push over's and its swarm of escorts were just ground into burger meat at no risk. The named stations I have a hard time remembering but they came across as easy since their drone fleets were pretty mediocre, although they sometimes had 1-3 minefield ships that spiced things up a bit. I would recommend swapping the mine spam fleets with the guardian station fleets if you wanted the unending tide of high tech teleporting mines and it would feel like a boss fight, although I'm not sure how to make the stations dangerous. I doubt you intended that though since it just seems frustrating so you will likely have to tone down the amount of ships with the minefield hull mod so it is possible for a player to focus fire them to death before they manage to saturate some ships to death. Perhaps you could have carrier drone fleets replace the ones that don't have a gimmick and are rather boring as a result? Domres has a lot of custom drone strike craft after all. The named stations could be a mix of the three gimmicks I suppose to differentiate them from the others and prep the player a bit on what to expect. Overall I liked it.
Just popping in to say I love the mod and HMI is now my adoptive daddy since Kadur Remnant got nuked by the Hegemony in around 3 years of in-game time.
Everything looks fairly balanced aside from one ship I managed to get my hands on: Roach King
It should really cost more FP, the amount of pew pew you can fit into it is just ridicolous. There are so many weapon mounts on its deceptively compact frame I actually struggled to even see them all.
My current variant of the Roach King with 3 d-mods has 4 Arbalest Autocannons, 3 heavy Mortars, one Aegis Flak cannon, 12 Reliant HMGs and a total of 8 Salamander MRMs all pointing forward (minus some PD weapons) but it does not even end there. The amount of retrofits I managed to cram into it is just ridicolous:
1)Integrated Armor
2)Heavy Armor
3)Armored Weapon Mounts
4)Solar Shielding
5)Reinforced Bulkheads
6)Integrated Point Defence AI
7)Flux Distributor (also has 36 vents)
8)Weapon Inhibitor
9)Particle Accellerator
10)Gunnery Control AI
11)Integrated Targeting Unit
Spoiler
(https://i.imgur.com/EJuU4iP.png)
The result can actually 1v1 an onslaught with an officer. I prefer this version to the Annihalator Rocket one since it has a lot more staying power and can be useful on long battles with multiple back-to-back deployments, but that one can probably solo the Onslaught with health to spare.
I really think the roach king fully deserves 22, 24 or even just 25 FP since it's comparable to a dominator without d-mods and just gets more and more ridicolous from that point onwards.
Ah I see now! Did the two mods have some sort of collab a while ago exposing why Underworld has HMI ships?
I think its merely a coincidence, as the idea of a ship being made from space debris/junk isn't too rare.
I mean, the specification of the ship is the same, the color palette of the ship is the same, the overall aesthetic of it is nearly identical too, the only thing missing is the Junker Hullmod ???
Anyway, I made a claim about the Roach King being kind of....on the overpowered side and provided a screenshot and the overall setup of it. Now I've got some data:
This was the first real uphill battle in the mid-game. I actually did not have my fleet control a relic battlecruiser worth 75FP and dealing disgusting amounts of damage and wanted to see just how much I could push my Junker ship roster and this is the result, quite impressive:
Spoiler
(https://i.imgur.com/D2oktPk.png)
With nothing above 20FP being fielded, I managed to level a fleet with 12 Capital Ships. Okay the Chronos isn't all that good but still!
Spoiler
(https://i.imgur.com/u1kQS2J.png)
Now, if you think 1500% damage dealt is amazing, just wait until you see what one of my little pests did!
Spoiler
(https://i.imgur.com/byaZGGf.png)
Yup, that's an Overridden Scav that within its 101 second peak performance time (I've got automatic orders having it retreat when it starts getting malfuctions) did 2000% damage across two back to back engagements.
I already shared the build I'm using for the Roach King, so here's the Scav Build:
Spoiler
(https://i.imgur.com/YFOz3eM.png)
This Vanilla friendly version works just as well
Spoiler
(https://i.imgur.com/OvdxIuN.png)
Just popping in to say that I thought the Scale Support Fighter was kind of meh until I actually found a proper ship to put it in. I had a very unpleasant run in with a Hegemony taskforce (how dare they try and take back a planet I just invaded) wich actually cost me some ships and I had to fill the leftover gap with something, wich ended up being a D-modded Legion.
Assuming the Scale missiles are a bit worse than Annihalator rocket pods and one wing accounts for 1.5, this legion variant can fire 11 Annihilator Rocket Pods into a single target at the same time, 6 of wich never running out of ammunition.
Spoiler
(https://i.imgur.com/4spORM0.png)
Just watch the AI control it with Sabaton - PanzerKampf in the background for best viewing experience.
I've got to playtest it for a bit more, but I feel the Scale does so much damage it might warrant an OP increase. You can easily slap it on a battlecarrier (maybe just on a plain old carrier too if the Scale actually switches between allied ships but still has to come back to reload in the mothership) and have it deal effective HE damage on the target while the mothership does kinetic. It's quite effective, not to mention the support fighters carries its own PD weapons to help mommy out.
Edit: They do just that actually, I like how their low speed and fighter-like range can hamper them and have them travel more than firing their rockets. I guess we'll have to see how these rocket puppies will perform in 0.9.5 (with its general fighter craft and related modspecs getting a nerf) since they're already quite taxing on fighter replacement times with their restocking of ammunition before seriously talking about any possible balance changes. Please give even smaller importance of my ramblings about balance for now :P
Edit 2: I soon realized I actually put expanded magazines instead of missile racks ;D
I've also been playtesting the Scale and the damage per missile is quite low compared to annihilators, making it a lot less effective against armored targets.
Then there's also the issue of range, capital ship fights usually take place above 1200-1300 units and the scale seems to have around 1000-1200 units of range itself, making it just sit around doing nothing most of the time. I guess its true utility is that it's going to escort other units in the fleet as the mothership itself gets close but I still have to see the kind of damage it does in a prolonged battle.
Dropping by once again to say that I managed to get my hands on not one but two Locomotives and I'm having a blast with them.
Imagine being the Luddic Path and attacking a heretical, AI riddled planet but realizing you've got to fight three battlestatons instead of just one on the way in ;D
Spoiler
(https://i.imgur.com/fJLXZzI.png)(https://i.imgur.com/OZR1i9D.png)
I have not yet found and used all the ships this mod introduces. I'm still missing on getting Junk/Fishkill Junkers and Vidit, Calico, Weaver and Herakles HMI Techmined but every other one I have more or less tested in battle and either included or discarded in my fleet along the way
I'm planning on writing a text wall of feedback on most (if not all) ships and weapons in the future (say one week, two max) but if you've got any ship in particular you'd like some quick rambling on ask ahead, provided it's not one of those listed above, wich I have not tested yet.
P.S: I've said this before in the thread, but HMI ships and Pirate bootleg conversions from Underworld mix really well togheder.
If I had someone with no clue of what either faction is looking at the following screenshot, he'd probably guess they're from the same faction!
Spoiler
(https://i.imgur.com/AvvKhU6.png)
Just dropping by to say that I'm playing a new campaign where I&the enemy don't use any officers and I also barred all commander skills improving combat performance to both challenge myself AND also provide some better feedback as a side effect.
I've just gone into one of the hardest battles with HMI ships so far against a Remnant Sub-Ordo busting me thru a Hyperspace Storm (thank you Ruthless sector, just thank you xD) and I've got to say that an Overridden variant of the Roach King may have just become my favourite ship.
Remnant Sub-Ordo with 4 cruisers, two destroyers and 4 frigades against my force of mostly shieldless HMI ships totaling 5 cruisers, 4 frigades and some combat utility ships. Using more crew per lightyear than supplies and fuel combined is not a meme anymore :-[
Spoiler
(https://i.imgur.com/BUdmCPF.png)
Also, losing 90% of your combat ships just for all of them to be recovered with extra ordinance points has got to be one of the most orgasmic feelings modded Starsector has to offer. Bravo :P
Spoiler
(https://i.imgur.com/5OkqWTf.png)
And those battle results, oooohhh baby.
Spoiler
(https://i.imgur.com/TaeY5Ot.png)
Suggestion: Is there a way you could disable Insurance being applied to junker ships? It does not really make sense for you to get money when a ship getting destroyed and coming back with extra D-mods also has better ordinance points and maintenance.
I'm spoiler tagging this for people who don''t know about the system yet, but I am appearing to be having a crash similar to the one fixed at manchester.
Spoiler
Uh, so the mansa system has a jump point next to the MESS station that crashes my game when I hover my mouse cursor over it.
This was the error message-
141409 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.ui.impl.JumpPointTooltipFactory$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.E.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Honestly I would have stripped all my mods and checked for mod conflicts if I didn't have a suspicion that it is a similar problem to the one previously hotfixed.
Edit: Im a moron and called manchester manatura.
Using the discord beta, 0.3.3n beta and recently restarted because of bugs in a different mod.
It appears the same bug which affected Manchester, is present in Mansa too.
Spoiler
(https://i.postimg.cc/yNrKMm78/screenshot026.png)
Spoiler
(https://i.postimg.cc/pThvRmdY/screenshot027.png)
That jump point is aimed at the system next to it and will lead to a crash.
Spoiler
(https://i.postimg.cc/3RDszzLt/screenshot028.png)
But a working inner jump point exist too.
I checked the other system and it only has single fringe jump point which should be likely an inner one.
Spoiler
(https://i.postimg.cc/TwX0YSd7/screenshot029.png)
Yo, this mod is fire. Thank you.
Just curious, I remember there was another mod of yours that called First Persean Empire and I can't find it anywhere. Did that mod's name changed or deleted?
You can lurking his bitbucket repos :)))
Spoiler
Please don't axe me, King.
Hello,
I have a question, can we obtain the Spoiler
"Unknown Contact"-class, the Capital Terror of Abyssal Horror
with the Automatic ships's skill?
Hello,
I have a question, can we obtain the ### with the Automatic ships's skill?
No. There's lore reasons why you can't. Spoiler
Specifically because it was never there to begin with.
it would still be nice to have a way to actually disable the factions from spawning while having the mod enabled. I'd like to still have all the cool techmined ships without HMI taking over a third of the core worlds... I guess if they only spawn on the set systems they wont have as much military power as they would if they got random planets too, but still...
This has been fixed in the next version. It was the result of a bit of poor communication betwen myself and Histidine.
The Limina's hullmods say it should have +50% maintenance cost but it seems to be more like +150%?
This has been fixed in the next update.
I have a question after reading the weapon description of the Vertice arm cannons on the Monjeau, they both do high explosive by default but mention being good anti-shield weapons and they have kinetic tags in the weapons file, is that because of the flux efficiency of the guns or was one of them supposed to deal kinetic but they got jumbled together along the way?
That was a hold-over from when they were originally kinetic. Those tags don't really matter though, they're used by the autofit, and is irrelevant ona buillt-in weapon.
Is there any way to get Crystalline/Haunted Worlds to spawn in procedurally generated systems outside of HMI-owned systems?
No, they're only supposed to spawn in their designated systems.
So, speaking of that next update:
Hazard Mining Incorporated 0.3.4
Changes:
-Added the Yowie, a heavily armoured and armed low tech phase cruiser.
-Yowie, Wobbie and Charlie now use an inferior phase system with a long cooldown between uses; all defensive stats buffed.
-Added Barber (LP) for what I hope are obvious reasons.
-Added More (TT) Prototypes (Yes its prolly bloat but I don't care it's happening)
-Added the Decimator, a low tech superfrigate. Comes in Low-Tech, Luddic Church and Pirate flavours.
-Added the Monjeau, a shieldless mech with a movement-based right click system, AAF, two powerful built-in cannons and thick armour.
-Added Remnant Paladin System; it has less charges but it spawns EMP arcs alongside the explosion.
-Added Remnant Hellbore.
-Added Remnant Mining Laser and Remnant Mining Laser Array
-Remnant Railgun is now a hybrid.
-Range reduction script for Remnant weapons actually works.
-Fixed the Messenger's visuals.
-Auctor, Chorum and Revelio have been buffed.
-Upgraded the Category; now it's a properly horrifying sniper.
-Hammerhead (TT) now uses the plasma leap system.
-Dominator (P) gains two new small composites, and its medium mounts gain better arcs.
-The appropriate Domain Derelicts have been given Salvage Gantry and Surveying hullmods, and Nex mining powers
-Junker ships have been slightly fiddled with the existence of Derelict Contingent
-Fiddled with the spawning of the spookyboi to be more consistent for people with small fleet sizes and absolutely nothing else.
-Mess use less fighters, larger ships now break into small Mess Mass vessels; extra Mass ships added
-Non-Progen systems will not spawn in random sector mode.
Download HMI HERE
Brighton Federation 0.0.2
Changes:
-Pre-generated systems will no longer spawn in random sector mode (needs a new game).
-Fixed systems not spawning in Corvus mode
-Added the Apogee (BRV) and Odyssey (BRV)
-Tweaked some descriptions and ship stats
Download Brighton HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/HMI_brighton_0_0_2.zip)
HMI Supervillians 0.0.2
Changes:
-Actually fixed multiple planets called Genus in the Phylum system and the Black Hole in Prester John being Obscenely Large (Needs a new game to fix)
-Draco's hullmod stats slightly improved.
-Added the Fury (Draco), Heron (Draco), Falcon (Draco), Eagle (Draco), Champion (Draco), Buffalo (Fang), Shepherd (Fang), Malingee (Fang), Mule (Fang), Buho (Fang) and Rata Apunalada (Fang).
-Tweaked spawns rates so 'militarised' ships show up less often.
-Penangellan and Heron (Draco) top speed reduced.
-Pre-generated systems will no longer spawn in random mode (Only applies to new games).
Download Supervillians HERE
A lot of changes involve requiring a new game to fix (Supervillian's names being wrong, the size of Prester John's Black Holes, and systems existing in random sector mode in Nexerellin), but for the most part these updates should be savegame compatible.
Hello, I'm getting a CTD when shooting from the remnant gauss cannon with an error text of "Fatal: Texture [trails_trail_zappy] from category [fx] not found. Check starsector.log for more info"
The log:
Spoiler
256789 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [trails_trail_zappy] from category [fx] not found
java.lang.RuntimeException: Texture [trails_trail_zappy] from category [fx] not found
at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
at data.scripts.plugins.MagicAutoTrails.createTrailSegment(MagicAutoTrails.java:143)
at data.scripts.plugins.MagicAutoTrails.advance(MagicAutoTrails.java:132)
at com.fs.starfarer.title.Object.L$Oo.super(Unknown Source)
at com.fs.starfarer.combat.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The actual png is indeed named differently, but I'm not sure if it will fix everything. What do I have to edit to fix is (what file is responsible for the trail)?
Disregard that one, The problem was solved after installing Trailer Moments.
Spoiler-ish suggestion:
Spoiler
I run into way too many worlds that would be great for Soil Nanite farming if they didn't have transplutonic or volatile deposits, and while thinking of ways of dealing with it, I thought of the planets in Opuntia, which The Mess has stripped bare of all their resources.
That made me think... what if we could harness this power? What if there was a way to gain some degree of control over The Mess and use it to strip our own worlds of those pesky transplutonics and volatiles? Maybe there could be a Seele-like event which would give you something like that? Perhaps a blueprint for a Mess-based mining industry that actually depletes resources? Or maybe a Mess-based item that does the same when installed in mining?
Mind you, I have no idea if this is feasible from a technical standpoint or if it would be worth the time investment, I just thought it'd be cool to have some sort of pathway to free up worlds for Soil Nanites.
Installed this mod plus all sub-mods for a new type of theme to add to my playthrough, and I must say I do enjoy the added exploration elements. Although they spawn in the same spots every time, and you only get surprised by something once. Either way, I do think it's very interesting. However, as with all things... Issues. Specifically pertaining to the DomRes ships.
First off, the Outworks(DomRes) and the Bastillon(DomRes): The Targeting Supercomputer. Literally just this. I do not mind fighting them, as they have no shields and it makes them actually useful for some amount of time as compared to just showing up and getting killed in .2 seconds if you focus on them. The Main issue I have with them is when you salvage them, since you can do that in vanilla now with a skill. Now is when things get a little dumb. Now you can also slap on ITU and throw in any old AI core and give it gunnery implants, and the range is rivaling even orbital stations. Field even one of these along with your PD-heavy destroyer or frigate(or whatever you want to use at that point), have the Outworks/Bastillon defend your ship, chill out way far away, and the station is going to go down eventually(huge emphasis on eventually depending on the weapon or number of ships). 0 effort required, and it's too far away for your CR timer to even start going down. I'm honestly not sure how this would be "fixed" without simply not allowing you to get those in particular or removing Targeting Supercomputer.
Secondly, and probably a little more of a bug than feedback(spoiler-ish warning for those who would rather find some things for themselves): Spoiler
The Guardian Stations. Interesting enough to fight, though they do go down pretty easy with the right setup, but they don't seem to go down all the way. Ever. There is a single module on them that I can't ever reach. I do always tend to use beam weapons and very few area damage weapons like torpedoes, so maybe those would reach it. I didn't see anybody else having this issue in the last few pages, so maybe it's just me? It is specifically the small missile section with 2 Sabot SRM pods. None of my beams reached it. I ended up having to console command kill that particular segment on each of the stations.
Overall I am enjoying the mod. Although, Fang Society seems a little garbage. Draco isn't so bad since they have shields. Fang gets murdered first in my playthroughs with Nex(mostly by the AI). No shields means no them. Focus on HE damage, and they don't last. Basically anything that can mount the High Intensity laser and use its shield can kill at least most of a fleet.
Heya, love yer mod. two things though, which are actually one thing, but the color being the same as the pirates is, well, horrible imo. and i also hate the segments that are used to differentiate different factions of similar colors. so what i do with every faction mod i install is i remove the secondary segments and set a color that is distinguishable from the rest. and i have a LOT of faction mods installed. anyway, i have found 255,200,0 to be an excellent color for the faction that is visually distinct from every other major faction mod i have played. i also changed the red on the logos to match that, and in my humble opinion it fits the faction better. anyway, hope this isnt presumptuous of me, but i figured i'd offer my feedback if you were interested.
and if not, well, i get it XD. excellent mod and thank you for it.
Spoiler
(https://i.imgur.com/WGehpBQ.png)
Just did a fresh install of Starsector and this was one of the mods I grabbed, but I'm getting this error during the initial launch of the game:
149365 [Thread-3] INFO com.fs.starfarer.loading.SpecStore - Loading variant [data\variants\hmi_locomotive_front_armour.variant]
149370 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\StarSector\starsector-core\..\mods\HMI (data\variants\hmi_locomotive_front_armour.variant)]
87472 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [hmi_locomotive_front] not found!
java.lang.RuntimeException: Ship hull spec [hmi_locomotive_front] not found!
at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: Redownloaded the file and gave it another run. Seems to be working now.
This may or may not be of interest to you.
450324 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant]
450326 [Thread-3] INFO data.scripts.util.MagicCampaign - could not load ship variant at data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant
450326 [Thread-3] INFO data.scripts.bounty.MagicBountyCoordinator - Missing fleet_preset_ships variant 'hmi_obj_108_rem6' from bounty hmi_spiders. Bounty is INVALID!
This may or may not be of interest to you.
450324 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant]
450326 [Thread-3] INFO data.scripts.util.MagicCampaign - could not load ship variant at data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant
450326 [Thread-3] INFO data.scripts.bounty.MagicBountyCoordinator - Missing fleet_preset_ships variant 'hmi_obj_108_rem6' from bounty hmi_spiders. Bounty is INVALID!
Looks like in the HMI/data/variants/hmi_obj_108_rem6.variant file it's calling itself rem5 in the file.
Change the variantId to this in the above file and it should fix that error I'd assume. Though I have no idea about modding Starsector as yet this is what I'd expect.
"variantId": "hmi_obj_108_rem6",
Hello, I'm not sure if something broke with the last version, but when I tried to boot the game, it crashed with the following error:
27020 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI (data\hulls\skins\hmi_decimator_lc.skin)]
27084 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [hmi_decimator] not found!
java.lang.RuntimeException: Ship hull spec [hmi_decimator] not found!
at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.new(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Here is my mod list
https://prnt.sc/BSiy-Iu81dfv
Hi there, been using HMI mod for awhile and I came across a message after a *certain* battle in a *certain* system.
Spoiler
"Attention to all Domain Resurgent colonies, if you still exist... or even existed in the first place. Manchester has fallen. A pirate called Scarborough rounded up all the refugees the "wise adminstrators" didn't let in and invaded. They, they nuked Exeter to dust. However, it turns out, that our "wise administrators" were lying about Exeter being overflowing with food, and the "mighty forges of Devon" feeding their empire - they barely had enough food to feed themselves and had wasted everything else on...on YOU guys. Whatever's left of the "wise administrators" is making a last stand in order to call in all their defence assets to kill Scarborough. If your automated defence stations just left for no reason, you now know why. But, if you have any sense you WILL. NOT. Follow them. Whoever wins there's nothing left here. Anything the Domain Resurgent hasn't wasted, Scarborough has burned. We survivors who are ditching our "wise administrators" are heading to a system south-west of Manchester - and this time, we're going to succeed where the Domain Resurgent failed."
Is that referring to the mercy, opuntia, kamikaze, obsidian and hazard system that is way down on the bottom right side of the sector? Or is it referring to something else? I searched 20~30 LY south west away from Manchester and I couldn't find anything
Hi there, been using HMI mod for awhile and I came across a message after a *certain* battle in a *certain* system.
Spoiler
It's referring to Brighton, which is one of the optional side-mods to HMI that was once part of the full package; the Manchester refugees are heavily implied to be the core of what would become the Brighton polity. To be honest, that spawn should probably be moved over to the Brighton package, even though there are other DomRes Goodies™ you can find elsewhere if you look.
Thank you SpaceDrake for clarifying my *spoilers*
Spoiler
Man my goodness is it really implying that the refugees settled in what would be called Brighton system? I had all the optional HMI mods installed and I didn't think to look there to be honest. Anyway thanks again lol. Either need to go back to school for english comprehension class or something haha.
Spoilery bug report:
Spoiler
It seems like all the salvage fights in the manchester system have been replaced by taskforce safeguard instead of the normal DomRes drones.
I think there's a bug with the exploration encounters in .96a-rc9
Spoilers for exploration content -
Spoiler
All the stations in the domain resurgent+task force safeguard spawn the legion XIV AI battlefleet from the sentinel vanilla mission line instead of whatever they're supposed to be spawning. The roaming resurgent fleets were the drones they were supposed to be but I think something got messed up by the new questline.
Never mind, I am blind and missed that this was an rc9 issue. Guess I'll have to do those fights again on my next playthrough. Oh well, at least I get a lot of those cool ships to play with.
Since I made a forum account for this I'd also like to throw out that this is an absolute banger of a mod and an auto-include on my modded playthroughs, good work and keep it up, excited to see what comes next.
Hi there! Got another bug with HMI-Supervillains as standalone:
10687690 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.String.super(Unknown Source)
at com.fs.starfarer.loading.specs.String.String(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.while(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.ÓO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.C.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Happens 100% reliably about a second after starting a fight against a pirate bounty target fleet containing: Odyssey, Aurora, 2x Arachne, Appeasement, Noble, Omen, Shade, Tempest (Mk. VII), Songbird (TT). (As in, combat starts, I set out initial orders, unpause, ships start moving, crash.)
I'm not sure if this is an issue with one of the hulls, or with one of the weapons installed on the hulls, or what exactly... but if I install the main HMI mod and load up the same save, the game doesn't crash and I can get through the battle.
(If I had to guess, I'd actually bet on it being an issue with the Tempest 7's drone, since that wouldn't launch until shortly after battle start, and maybe if there's a missing description for it, or for its system, or for one of its weapons... But that's just a guess.)
Is this a bug or by design? Large PD classified as a Ballistic is actually a missile? (Baffler ADL)
Spoiler
(https://i.imgur.com/p8LSV7C.png)
(https://i.imgur.com/QTnQpsS.png)
(Ctrl and - to zoom out to see the images or download them to see them, ctrl and + to zoom back in,
or ctrl and mouse wheel)
I have a question about some unexpectedly hard DomRes encounter I've had, putting it it in spoiler just in case.
Spoiler
So in Manchester there is a bunch of guardian posts scattered around the system. I've disposed of most of them quite easily, however there was one guardian post close to the star that gave me a real trouble - I've probably spend a dozen or two attempts trying to beat it without losing most of my capitals.
Contrary to other sites in the system this one had DomRes hammerheads, Eagles and also Object 301's. Eagles and 301's specifically gave me a lot trouble because they had tremendous amount of defense.
I have what I'd consider to be a close to the endgame fleet, mostly of vanilla ships: Paragon, pirate bounty Onslaught, automated Onslaught, LTA Concierge, Astral, two Odysseys, a few good cruisers like Champion, Apogee, HMI Weaver and others. Most have 3 built-in hullmods and lvl 5 officers (though their skills are somewhat random). Also have Ziggurat, but didn't want to use it.
However, they all got just mowed down by a few DomRes cruisers, at least with battle size 400 preventing me from deploying many capitals at once. I've tried various compositions and starting orders from the fleet I had, but no matter how hard I tried to set up my defense line, they inevitably got overwhelmed and destroyed. The eagles and 301's just didn't want to die, easily tanking many tachyons and bombing runs to the face.
I only managed to win it without abusing AI by throwing most of my ships at them, usually using both Paragon and Onslaughts, along with many smaller ships. Ended up cheesing it by using a single safety overridden monitor to break their AI and pull most of them away from my firing line, giving it time to deal with them few at a time, but that felt cheaty.
If anyone else had this encounter, is it really hard or is my fleet composition just utterly inefficient for dealing with late game threats and you easily managed this with properly built vanilla ships?
Huh, I don't think I've ever seen that fleet using ships other than Domain AI. I just plowed through that guardian post on my most recent game a few days ago, I think, and it was all Domain ships...
Spoiler
Well, this one was a little spicier. DomRes Eagle with 3 S-Mods and Alpha AI turned out to be quite powerful. This thing has more armor than my Onslaught!
Hey, I have a small bug report for HMI Brighton.
The description of the Brighton base assembly hull mod states that it regenerates ammo 75% slower, but it actually regenerates it 75% faster. Either the description is wrong or the code should be stats.getMissileAmmoRegenMult().modifyMult(id, 1f / (1f + MISSILE_MULT));
Thanks for making this great mod!
Dear King Alfonzo,
I started some days ago with a modded 0.97a run for which is used your old HMI version but with manually adapted mod_info.json. Your recent update to HMI 0.3.7 sadly broke my save game since you seemed to have removed some assets.
I could fix it by removing all instances of the following lines in the campaign.xml file of my save game
<st>mcg_ml</st>
<st>kane_missile</st>
<st>signpost_med</st>
<st>signpost_sml</st>
Could you consider some empty placeholders for removed assets in your next update, such that outdated save files load but lose the assets you removed (ideally saving would then remove the placeholders)?
HMI specifically causes game to crash after updating to 0.97a-RC9. All dependencies are of the latest versions.
java.lang.RuntimeException: Error loading [data.scripts.weapons.SignpostOnHitEffect]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.SignpostOnHitEffect
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Not sure if this is intentional but the new Dieman system location is almost on top of the Osmium system from Machina Void Shipyards.
large screenshot
(https://pic8.co/sh/HialDo.png)
I have a very minor formatting request, born of starting a Draco Group game without remembering that they are hostile with basically everyone:
Could you please, in HMI_Supervillians/data/config/exerilinFactionConfig folder, add the following line to both draco.json and fang.json:
"difficultyString":"hard",
This line causes Nexerilin to display the factions as Draco Group (hard) and Fang Society (hard) respectively in the faction selection screen.
Also, would you please consider adding neutral default relationship values and positive max relationship values for Draco Group and the following modded factions?
Tri-Tachyon Special Circumstance ('TTSC')
No Such Org ('no_such_org')
Furthermore, Draco Group cannot hold positive relations with the Cabal.
This may be intentional, but it does make operating in or near Tritachyon systems more frustrating, as the Cabal will randomly chase you down.
Thank you very much for the excellent mod.