Update 0.6.5d (Barebones Compatability Patch)
A barebones compatability patch to make sure the mod does not crash on startup or (fingers crossed) during play for reasons related to the Starsector 0.96a-RC8 update (and the new MagicLib update). (There is an issue still regarding Tech Duinn that removed its military market, I'll be addressing that in the upcoming patches.)
Update 0.6.5c (Hotfix)
This is just a tiny patch attempting to fix an incompatability issue with the Talon Rail ancillary description (namely a lack of using a highlight for the CR% in the ancillary description).
Update 0.6.5b (Hotfix)
The Hammerhead (TB), E-XXXII 'Havoc', E-XXXII 'Havoc' (TB) and Brawler (TB) should all now properly spawn in pirate fleets.
Some minor writeup and hotfixing for weapon arcs.
The E-XXI 'Jerrycan' now has a (TB) cruiser version that can sometimes rarely replace Ventures in pirate fleets.
Update 0.6.5a "New Years Update"
Changes:
WIP as this patch was so big and I had very limited notes, sorry yall.
I'll be aiming to have the full patch notes out soon, but the biggest things this patch:
The Duinn Thunderbirds hullmod now applies to deployment cost, as intended.
Tech Duinn can now be configured to start in a pre-selected starsystem, which should help with FPS issues if you have them in hyperspace with LowTech Armada enabled. Jim and Jin were also threatening to plunge the station out of Hyperspace by shutting off all fuel trade routes, so uh... Big whooper.
Some of the new ships and fighters that have been added:
The Brawler (TB) which sacrifices a medium hardpoint for small weapon turret conversions and a frontal armor plate.
The Havoc and Havoc (TB), serving as a Scrapship Elite Cruiser and Artillery Cruiser respectively (The Thunderbirds Havoc comes with a built in artillery gun).
The Epattcud XXIX 'Shoal' (TB), which spits antimatter fuel out of its prow/bow to burn its enemies.
The Gladius (TB), a Thunderbirds upgrade that massively improves upon the firepower of the Gladius, but makes it more expensive to install.
The Geist, a Thunderbirds drone LPC that functions as both a capable anti-fighter interceptor and point-defense drone, at a cost to wing size (there's one per wing).
Update 0.6.0b *(Pre-Tournament Release 3)
Final Pre-Tournament balance fixes and changes, most notably:
The E-VI 'Mitigator' (TB) now has two frontal large composites and two large turreted ballistics, rather than just a single large composite on the front turreted large.
Updade 0.6.0a *(Pre-Tournament Release 2)
Some additional content, along with some pre-tournament weapons balance and description writeups for weapons missing them.
New ships:
The Juror (A tiny armored frigate with lots of guns that serves as a good small fleet anchor).
The Consul (A tiny carrier frigate).
The Authority (A blocky destroyer with a large mount and built-in fighter support).
The Magister (An elite destroyer with a speed/flux system and large mount).
The Adjudicator (A heavily armed frontal cruiser akin to the dominator, comes with maneuvering jets and less turrets, but more frontal larges, albeit built-ins).
The Consigliere (A battlecruiser with good fighter support and great weapons arcs, and a speed/flux system to boot, but has few modular missiles and only one large ballistic).
The Sovereign (A large heavy battleship, though deceptively fast with a speed/flux system, that relies heavily on a built-in lowtech energy weapon to perform well in combat, but comes stocked with an array of built-in missiles and two fighter bays, along with a generous weapons package).
(There are also bits of the Judiciary in this update, they work in the simulator but due to a variety of player-facing issues the ship could not be finished for this patch).
Update 0.6.0 *(Pre-Tournament Release)*
Many balance changes, new ships, weapons and some fighters, all of which will be covered in the Update 0.6.0 *(Post Tournament Release)* for clarity.
Some major changes:
Pirate fleets will occasionally spawn with elite Duinn Thunderbirds (TB) skins, similar to Hegemony (XIV) skins.
Domain Derelict exploration content will be protected by some additional ships.
Tech Duinn is no longer size 8, making it more stable than it was previously, and therefore more dangerous.
Update 0.5.5 "More Gunfire"
This update is quite large, but most of the changes are balance or function related, that being said:
Here Are Some New Ships:
The Epattcud XXV (Brazier) - A feisty destroyer with two large ballistics and a range boost system, but with incredibly frontal weaponry.
The Epattcud XXVI (Sconce) - A cheap, tiny frigate with a built in Snapcracker Gun and a range boost system, but with terrible survivability.
The Epattcud XVII (Caldera) - A large, heavily armored capital ship with built-in Thermal Pulse Turrets, armor modules and a range boost system, that can not mount shields on its core.
A New Fighter: The Diadem (XIV), a Fourteenth Battlegroup fighter with a sextuplet of Nixie Cannons and a Salamander MRM.
New Weapons:
The Nixie Tri-Cannon - A burst fire, longer range medium version of the Nixie Cannon with similar flaws to its predecessor.
The Nixie Array - A Pentuplet array of Nixie Cannons that fire continuously as a large mount, with extended range and even higher damage efficiency.
The naming scheme has changed for this update for Pirate Epattcud ships:
The Epattcud designation is now a design type, with ships renamed to "E-[Number] (Name)" to shorten their display name. "E" refers to "Epattcud" in this case.
And Some Balance Changes:
The Epattcud VIII (Roost) now has its medium ballistic turrets locked to Flak Cannons, with a corresponding decrease to OP.
The Epattcud VII (Condite) now has four bays with Converted Hangar, with a corresponding increase to OP.
The Cravantia now has more OP to account for its status as a combat cruiser. (It now has 160 total).
The Scourer (XIV) now comes with a built-in Diadem (XIV) and should now reflect its FP and Deployment Cost.
The Diadem (P) will now engage enemies as a regular fighter rather than relying on support-fighter AI.
The Nixie Cannon now has a small explosion on impact that deals 5-10 High Explosive damage.
Many ships now have variants utilizing the new Nixie weapons, and the Hegemony will correctly deploy the Diadem and Diadem (XIV).
A variety of other minor changes to a variety of ships.
Update 0.5.1 "Fighter Redux, Now With More Bay"
There are a few new pieces of content in this update:
The Diadem - A high-performance one-fighter-per-wing LPC with a range of differently-specialized types from different designers (Diadem/Mod-Diadem/Diadem[P]).
The Nixie Cannon - A small Point Defense/Pressure ballistic weapon that does light energy and EMP damage with a moderate rate of fire and can fill a number of roles.
Pod-Bay Hangars - Large Missile weapons with 1 ammo that launch a portable fighter bay that can assist the fleet in combat using a built-in wing. (They come stocked with either a Talon/Piranha/Diadem[P] LPC).
There have also been a variety of fixes and balance changes to help make the mod function as intended (In a vanilla balanced way):
Duo Talon wings no longer spawn in markets, as they are for future content.
Hypervelocity Cannons will now spawn more reliably in Hegemony fleets.
Jackhammer wings now no longer use flux for their Snapcracker Cannon when their system is active, and will fire weapons correctly. They have also received a small damage buff to their fragmentation Swarmer Missiles, which will also fire at fighters correctly now.
Flurry Talon wings now come in groups of 3 and cost 8 OP.
Flurry Talon Skirmishers have gained a swarmer launcher, come in wings of 2, and have a much more maneuverable system, which will only flame them out if they are hit during flight. This also affects the Flurry Talon Skirmisher LPC built into the Epattcud XXI.
The Tappah now takes 45 seconds to re-prepare a hammer strike, and has -100~ armor.
The Talon X now has a turreted Vulcan Cannon.
There are now new loadouts for some ships utilizing the new weapons (Jim can now throw microfactory bays out of his ship, so his Piranha bomber crews don't pick fights with the Talon pilots).
A variety of other smaller changes.
In the previous main update (0.5) I forgot to mention I added Combat Chatter characters. Now, if you have Combat Chatter installed, some pirate officers will be replaced with people from the different factions that generally make up the pirates, whether freedom fighters or ancient warlords.
Update 0.5a (Hotfix)
The crash-to-desktop issue with Nexerelin's random sector is now fixed.
The EpattcudXV now has Thermite Flares.
Several descriptions have been tweaked.
A few other small tweaks.
Update 0.5 "Unspooled."
This update adds a lot of new ships, here's a list:
Epattcud XV (Wingman) - A small frigate with a fairly versatile weapons arrangement, but with a flare system.
Epattcud XVI (Coffin) - A ballistic oriented, low-tech phase frigate with the Ammofeeder system.
Epattcud XVIII (Lurker) - A rare Pirate phase-capital with the highly potent Phase Leap system and plenty of weapons mounts (of both the ballistic and missile variety), but poor flux stats for its size.
Epattcud XIX (Ghoul) - An aggressive battle-tanker with a fairly versatile weapons arrangement, and Systems Overdrive.
Epattcud XX - An incredibly rare Pirate superfrigate with a Phase Jump system, many built-in hullmods that comes with point defense turrets, but only has two modular universal mounts with which to ordnance itself. Expensive both to outfit and maintain, but potent.
Epattcud XXI (Jerrycan) - A Phaeton redesign that exchanges a shield and its forwards point defense along with a little fuel capacity for a frontal medium missile and a built in Flurry Talon Skirmisher wing. It does however require more crew.
Epattcud XXII (Colossn't) - A Buffalo-alike that has a built in hellbore cannon in the front and two small ballistic turrets, but loses some of its cargo capacity and requires more crew.
Epattcud XXIII (Wight) - A rare, elite Pirate fast cruiser using the gutted remains of an Aurora, with an extremely versatile weapons layout and Systems Overdrive. It does however cost much more to outfit than a normal ship, owing to the built in Retrofitted Accelerators.
Epattcud XXIV (Princeling) - A Pirate missile cruiser/assault barge with a built in, highly potent Thermal Pulse Turret and Missile Autoforge.
Epattcud XXVIII (Nibbler) - A Pirate Nebula redesign which trades a small amount of crew capacity for a brutally potent, if highly temporary combat efficiency.
(Secret Ship) Upcycled Mitigator Class battleship - A reactive and potent capital ship that trades logistical efficiency for brute force value and the ability to respond to High-Tech turtling tactics and large threats.
There are now some new fighters:
The Jackhammer - An upscaled heavy ground armament redesigned for ground and air duties, with a heavy Snapcracker Cannon on its left shoulder mount, and an Annihilator Tube on its right. Has a fully functional Systems Overdrive system (of the strafe variety) that does not cause malfunctions but only affects missile weapons. Very expensive and only used by pirates.
The Flurry Talon - A Talon wing with half the effective wing size, and annihilator tubes rigged to the front instead of swarmer missiles. (Annihilator tubes fire flurries of three annihilator rockets.)
The Flurry Talon Skirmisher - A Talon wing like above, but with the Systems Overdrive ship system and one more fighter per wing.
The Talon x - A one-fighter-per-wing Talon LPC with massively upscaled weapons, sporting a cut-down Snapcracker cannon and various missile armaments. It comes with a strafe-only version of Systems Overdrive.
New ship systems!:
Thermite Flares - When activated, releases two fast moving flares similar to active flares, with the exception that they last longer, and when impacting a non-missile target they deal 250 Energy damage with 400 EMP.
Phase Jump - A teleportation system with 3000 range that when activated boosts the weapon attack speed of the ship briefly, before moving it to a targeted location, wherein which enemy ships within 600 range are struck with a single 1200 damage (both Energy and EMP) Arc blast. The ship itself also takes 300 energy damage and 750 EMP, split between a random number of impact locations. (Allies are hit with mostly just EMP).
Phase Leap - A teleportation system with 5000 range that when activated boosts the weapon attack speed of the ship briefly, before moving it to a targeted location, wherein which enemy ships within 800 range are struck with 15 300 Energy 450 EMP damage Arc blasts. The ship itself also takes 3900 energy damage and 6000 EMP, split between a random number of impact locations. (Allies are hit with mostly just EMP).
Systems Overdrive - An ammo feeder system combined with a limited maneuverability speed system that boosts firerate by 100% while active, and boosts ship speed by 200, but reduces maneuverability and prevents strafing. When the system is over, the ship is wracked with ruinous malfunctions, often losing over 50% of all hardpoints and engines, though none of the effects are permanent.
New built in hullmods:
Improvised Shield Hardeners - Reduces the damage taken by shields by 15%, and reduces the penetration of weapons like ion-beams by 50%, but prevents the installation of any other shield related hullmod.
Reckless Engineering - (On phase ships:) Increases the phase-time bonus by 50%, but causes the ship to cost 20% more supplies per month and per deployment, while also increasing the rate combat readiness degrades by 30% and causing all onboard systems to occasionally malfunction when stressed, sometimes permanently.
(On non-phase ships:) Increases the damage dealt by all weapons onboard by 20% and increases missile weapon rate of fire by 33%, while also reloading missile weapons at a rate of one missile every 0.25-7.5 seconds. This rate does not change based on the weapon being used, and therefore disproportionately affects low-capacity missiles comparatively. As above, this hullmod also increases the cost of the ship by 20% per month and per deployment, and increases the degradation rate of combat readiness by 30%, while also causing occasional malfunctions when the ship is stressed, that on occasion can last for the rest of a fight.
Retrofitted Accelerators - All projectile weapons onboard fire 20% faster permanently, the ship gains 50% extra engine health, and has a 33% smaller sensor profile. However, ALL non-missile weapons cost 2/5/8 more OP to mount.
Patchwork Heavy Ballistics Integration - All large ballistic weapons cost 8 less OP to mount, but all weapons on board fire 20% slower.
Balance changes (There's a fair few):
Many Epattcud cruisers now spawn slightly less frequently to avoid oversaturating large fleets.
Ship balance:
The Epattcud I has been rebalanced to a destroyer size, and spawns in smaller fleets.
The Epattcud V's medium turret arcs now converge at the front, hopefully making it less difficult to pilot.
The Epattcud VI has been overhauled as it was underperforming compared to what was intended, it now has two extra frontal medium missiles, and an additional two rear broadside ballistic mediums. In addition: minimum crew requirements are lowered to 650; it now has an omni shield with a 120 degree arc; its flux stats have been changed (It now has 800 Dissipation base and 16000 capacitors base), and it has new variant layouts.
The Epattcud VIII's maneuverability has been reduced, and it now has weaker flux systems (400 dissipation, 10000 capacitors). Its system has also been changed to the new Thermite flares system.
The Epattcud IX now has an additional small missile mount, and its system has the intended visual indicators for maneuvering jets.
The Epattcud X has changed a fair bit this update: The Core module no longer houses a shield by default and has less capacitors, instead the right wing module sports a front shield with a 90 degree arc (a bit like a parasol), and has the Improvised Shield Hardeners and Reckless Engineering hullmods. In response to this, the left wing module now has built-in heavy armor, now Jin's coffee table won't shake when she's lounging in-suite while in combat.
The Epattcud XI has had a small +5 OP bonus applied, and has slightly better flux systems.
The Epattcud XII has lost 5 OP, but now has the Patchwork Heavy Ballistics Integration hullmod, reducing the cost of large ballistics by 8, which with the reduction of damage and flux per second taken into account, should cause the ship to perform better overall in combat.
The Mason now shares the Dominator's 25 DP.
The Defender's flux systems have been given some improvements, it now sports 350 base vents and 7000 base capacitors, bringing it more in line with the falcon.
A variety of other small balance passes not mentioned here.
Other Content
Almost all of the Epattcud scrapships now have a nickname given by either the Hegemony or Pirates in quotes next to their designation to help with quality of life.
A secret custom encounter somewhere in the core worlds...
Update 0.4.2b&c (Hotfixes and Balance Adjustments)
A variety of additional balance passes and fixes:
The EpattcudVI has been given much better flux systems, likely looted from some poor odyssey in a scrapyard.
The EpattcudX now turns 50% faster, but is still just as heavy.
Various small changes to balance for other Epattcud ships.
Tech Duinn crashes no longer occur, as the market is now uncapturable. This will be fixed in a coming update.
Text now shows the correct colour on Tech Duinn.
Good pirate ships are now more likely to spawn with the weapon types requested in the variants. (There was an issue with goal variant flagging).
Tech Duinn should no longer appear on the minimap radar?
And some additional minor changes.
Update 0.4.2a (Hotfix)
A multitude of balance passes across the board, mostly small.
Some notable changes for combat include:
- The EpattcudVI has better flux systems to account for the time of its creation and resources realistically available to the pirates, also for balance.
- The EpattcudX's left wing module has more hull hitpoints to account for its size.
Several ships have recieved new variants and some love.
As for other changes:
The secret market now has no icon on the map.
Hullmod incompatability is now working for the EpattcudX once and for all.
Spawn weights have been tweaked to be more functional with other mods, as well as vanilla.
And some more minor changes.
Update 0.4.2 "Duinn time? Tech Duinn time."
The Colatlus finally takes its community voted spot in LowTech Armada!
A new secret Pirate market has been added to the game, with custom music, and enough strategic power to be an active force in the sector.
A plethora of balance changes:
Cargo space normalised to intended levels accross several ships, and the same for fuel.
The EpattcudX is now much more common, as it was nearly never appearing.
The EpattcudX can no longer have non-vanilla multi-deck converted hangar-alike hullmods installed, mostly because Jin kept forcing her less cute subordinates to man the 52 talons she controlled on her TSC Converted hangar ship. So many orphans...
Descriptions normalised.
Update 0.4.1b (Hotfix)
Ship spawn issues fixed accross the board. Please download this version as 0.4.1a had a few major issues. (Ships not spawning in for Pirates.)
EpattcudX rarity has been decreased to only 0.9 (one in every 30 or so capitals).
Update 0.4.1a (Subpatch)
Major changes:
ALL Epattcud ships are now on individualized rare blueprints to be found while exploring and raiding, as originally intended.
The same is true for the ScourerXIV (Except it is on a hegemony XIV blueprint instead).
The ScourerXIV will also now only spawn in Hegemony fleets.
Balance Changes:
EpattcudV has exchanged another one of its modular decks and 20 ordnance points for another borer drone wing, to make it more distinct.
Epattcud XI was weaker than intended in combat, so it has been given a small flux vent buff and capacitor buff, with the intention of potentially increasing the ordnance points by 5 next hotfix. ~ +20 Vent rate, +500 Capacitors (The same as 4.5 ordnance points) ~
The TappahLP (Luddic Path) is now a bombing run fighter instead of an assault fighter, owing to it containing one crewman that probably doesn't particularly want to get blown up. This may be changed in future patches as this means a lot more hammer missiles will be deployed a lot more quickly.
The ScourerXIV has had its frontal hardpoint arcs buffed to 15 degrees to compensate for the low number of hardpoints for a small cruiser.
The custom hullmod is finally finished and you can't install targeting hullmods with it!
The EpattcudX has had many of its turret arcs drafted to their intended angles, now the side turrets on a few modules cannot face into sections of the ship they weren't meant to, so now you won't have to worry about Jim taking potshots at his crewmen from the command deck on a module while they're peacefully strolling along on a spacewalk on the outside of the ship.
The EpattcudX mines now have a slightly larger (25 extra) secondary explosion effect radius, along with which the cooldown has been increased by 33.3 percent to 20 seconds, and the visual explosion should now match the damage radius better than the default used by doom mines.
The EpattcudX has also had a frontal composite exchanged for a universal mount to match the feel of the right wing module, though it will need some testing for balance. (I may swap it for a Synergy mount in the next sub-patch).
Lastly, the EpattcudX has had a logistics rebalance to make it more in line with vanilla and slightly less logistically capable. (-1500 Crew Capacity, -1250 Cargo Space, -1000 Fuel Capacity) it has however been given a slight fuel efficiency buff (30 fuel per lightyear instead of 35).
Update 0.4 "Return To Sender":
A complete re-design of the entire mod from top to bottom, with every ship redone from scratch alongside some new additions.
New Content:
A plethora of pirate //Redacted// content, notably EpattcudVII-XII.
New Derelict ships.
A new hullmod for a specific pirate vessel, though until I fix the hullmod's compatibility code it is unused.
A new ship system for a specific pirate vessel.
The TappahLP (Luddic Path).
Balance Changes:
Removal of the Scourer's flight deck.
Minor balance edits for most of the ships.
Many more smaller changes, I may pop back in here and edit if there's something I missed.
Update 0.1 "Quality Of Life Until 0.9":
New Content!:
The Epattcud V (A mid cruiser-capital carrier, with 3 bays but 2 additional borer wings).
The Epattcud VI (A capital sized scrapship).
Balance changes to:
The Cravantia (Reduced costs and hull changes).
The Corsair (Stat Rebalancing)
The Scourer (The hull was decreased but the armour has stayed the same)
On top of this, I tried to add some quality of play balance features to a few ships, and hopefully they will be more pleasant to play and fight.
Fixes:
All Derelict ships are by default NON-BOARDABLE, but you can re-enable this in the ship_data file in Hulls.
The Derelict custom built in weapons should now NOT appear in shops, please comment if you still see them i'm working on the problem and think I've fixed it.
And that's about it till 0.9. I may release a final update (Patch 0.15) to add the rest of the content i've been working on, but I may wait till 0.9 as it's a big update.
Update 0.04 "The Balance Hammer Falls":
Updated new stats for several ships to better suit their functions, namely:
Decreased fleet requirements for a Cravantia class cruiser.
Increased combat capability of Corsair classes by increasing hull, armour and maneuverability.
Changed the Ballista Attack Drone's Annihilator Barrage launcher to be less overwhelming, but shoot more dense arcs of missiles.
Minor fixes to the Tappah.
Various unlisted changes that were made before my four-month break.
Added new ship:
The Morias - A pirate cruiser battlecarrier with a big frontal gun and three flight decks.
I've started a new game and added your mod on my list.
So far in the campaign I've appreciated meeting the new ships (pirates mostly). They fit in nicely, really looks like an Ork-made spaceships, I like the scrapyard aspect.
The most positive point for me: the sprite are top notch. The non-pirate low tech ships are gorgeous.
A comment about the balance. In campaign everything seems ok so far. I'm not always in agreement with space pirate equipped with Mauler and other high tech weapons but it's only me. However, I think the missions showed some pitfall of Starsector: battles between lumbering monsters with insane amount of armor are really boring for me. Most of the pilotable ships in the missions are so slow, and the new drones ships so painfull to destroy, I just give up. The last mission started well, it was a really nice exercice of outfitting the ship to fit against the drone. But god, once in battle, it takes forever to move and worse, to get reinforcement at the right place. Against the siege drone and its burn drive + wings, it's nearly impossible to outmanoeuver it.
Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?
Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?
Its clear that you are using a mod made for 0.8.1a. Current version of the game is 0.9.1a. Most mods that aren't updated to this version are more likely to not work. If you have other mods that aren't updated, I highly suggest you remove them to save yourself and others from unnecessary headaches.
Hi.
Enabling this mod will have my game crash on startup.
Error message : "Fatal: Weapon spec [LTA_moduleBarbican1_gauss] not found!".
Cheers
I'm sorry, for now life stuff has taken over a bit, but I promise I will get back to work on making this 0.9 compatible soon.So today, I've updated this mod to be compatible with 0.9.1a for my personal use since it looked like a solid mod. Would you host it somewhere or merge it if I gave you the files?
I am so sorry for the delay.
Hate to break this to you since you spent all the time to update it, but the authors been updating and adding all kinds of new stuff and has been testing on the starsector discord for awhile now.I'm sorry, for now life stuff has taken over a bit, but I promise I will get back to work on making this 0.9 compatible soon.So today, I've updated this mod to be compatible with 0.9.1a for my personal use since it looked like a solid mod. Would you host it somewhere or merge it if I gave you the files?
I am so sorry for the delay.
(https://i.imgur.com/1Hj9fyi.png)
Hate to break this to you since you spent all the time to update it, but the authors been updating and adding all kinds of new stuff and has been testing on the starsector discord for awhile now.There goes a few hours of my life... well at least I have this current version.
There goes a few hours of my life... well at least I have this current version.
Care to share what kind of new stuff is coming?
LTA doesn't show up in the game launcher, it's called LTA right? It doesn't show up in game launcher, i'm install it correctly and checking the game files itself, everything look like in order, but 'LTA' doesn't show up.
(https://cdn.discordapp.com/attachments/512356777451323393/730663867176190023/lya.JPG)
LTA doesn't show up in the game launcher, it's called LTA right? It doesn't show up in game launcher, i'm install it correctly and checking the game files itself, everything look like in order, but 'LTA' doesn't show up.
(https://cdn.discordapp.com/attachments/512356777451323393/730663867176190023/lya.JPG)
Yes that should be correct, I'll have a check and see if any files got messed up in the upload :), is anyone else dealing with this problem?
Edit: I did not get this bug on start on my end, perhaps this is due to something in your base files?
Some zip or Jar unpacking programs unpack into a subfolder but I see yours hasn't, I'm not sure how to help you sorry.
It's probably not helpful, but this is where the game will sort your LTA files to in the launcher if you have mods:
(https://i.imgur.com/ezOkon6.jpg)
So about LTA problem above, it's somehow appear when i move all the mod from Mods folder, when i re-move the my modlist again, it's somehow dissapear again.So i have find out what the problem is, LTA doesn't compatible with Colatlus (Discord Mod, Colossus and Atlas Combine also made by Yui), probably ID Collision.
(https://cdn.discordapp.com/attachments/512356777451323393/730886144765591653/lta.JPG)
So i have find out what the problem is, LTA doesn't compatible with Colatlus (Discord Mod, Colossus and Atlas Combine also made by Yui), probably ID Collision.
A great update, which has more content than the last one! However...
The Scourer (XIV), despite being a XIV ship its tech is "Low Tech" instead of the unique "XIV Battlegroup". Its also tagged as "lowtech_bp" instead of "XIV_bp" making it available to the Luddic Church,Persean League,Independents(Scavengers) and the Sindrian Diktat. Also, one of its variants are named "Elite" and the cruiser it self is designated as an "Elite Cruiser" sometimes making it into "Elite Elite Cruiser". The descriptions say that it is supposed to be a "Super Heavy Cruiser" so why not make it that?
It seems like the overwhelming majority of ships in your mod don't have codex entries. Is that intentional?
QuoteSo i have find out what the problem is, LTA doesn't compatible with Colatlus (Discord Mod, Colossus and Atlas Combine also made by Yui), probably ID Collision.
I can confirm this, I just tried to put CHeese in the mod folder with LTA and LTA didn't show up.
Really like the Epattcud X! But is there any way to make it not too strange, when I put the front shield generator on those hull modules? For example, let the left and right EngineModule shields face outward and disable the omni shield generator, just like the Cathedral from SWP.Maybe because the ship not intended to use those Hullmods? Maybe Yui try to avoid cheese mechanic like you know, Cathedral-class can benefit so much from Makeshift Shield in each module because zero-flux bonus and all that.
Thanks and keep your good work!
Really like the Epattcud X! But is there any way to make it not too strange, when I put the front shield generator on those hull modules? For example, let the left and right EngineModule shields face outward and disable the omni shield generator, just like the Cathedral from SWP.
Thanks and keep your good work!
Maybe because the ship not intended to use those Hullmods? Maybe Yui try to avoid cheese mechanic like you know, Cathedral-class can benefit so much from Makeshift Shield in each module because zero-flux bonus and all that.
I'm going to be rotating both sprites 90 degrees and redoing the whole thing for the next subpatch, but its a lot for me to do. The end result will likely see them having either a sideways or backwards shield arc.
By the way, what do you think of the converted hangar on the hull module? Especially TSC's hullmod, which allows EpattcudX to have a total of 11 hangars.
yes TSC is a vanilla balanced mod I think, except its converted hangar, which adds three decks to battleships, two to cruisers and one to destroyers, a large number of low OP fighters can be equipped. Vanilla converted hangar won't have any problem.
The new station with unique music is cool and all but according to the Nexerelin thread hyperspace stations cause massive slowdowns.
I suggest doing what Nexerelin did to Prism Freeport.
Also, you forgot to include the JAR file.
Sorry to trouble you again :'(, is the download link the latest patch? It seems that the modules of EpattcudX can still have TSC Converted hangar/Makeshift Shield(and then omni shield generator) installed.
Sorry to trouble you again :'(, is the download link the latest patch? It seems that the modules of EpattcudX can still have TSC Converted hangar/Makeshift Shield(and then omni shield generator) installed.
Is the Epattcud XX suppose to cost a quarter of a million credits? While this ship is really cool and a beast of a frigate, that's the same cost as the Doom which is a heavy phase cruiser. It feels like this price is three to four times as expensive as it should be. For comparison, the Doom is 35 deployment cost to the XX's 14 and has triple the armor and 2.5x the flux.
Hello, I can tell that (Secret Ship) Upcycled Mitigator Class battleship is UNBUILDABLE, blueprint or some line of code is wacked and even if player queue production for this ship it won't build (spawn in game anywhere) and player can say bye bye to tons of cash. Can You fix it? ;)
Will we ever get a ship with a Snapcracker Cannon? I wanna big shooty some bastards..
Upcyclers' Sect as an optional sub-faction
Hi! I really enjoy this mod but tech Duinn tends to break my game. is there a way to disable it? I looked through the settings but everything I tried broke the mod and caused the game to crash on startup.
Hey Yui, great mod, love having the additional variety in enemy fleets and my own.
I recently updated to the latest version in my existing save, I believe I updated from Tournament Pre-Release 2, and when launching my existing save I get this errorSpoiler149640 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [LTA_Adjudicator] not found!
java.lang.RuntimeException: Ship hull spec [LTA_Adjudicator] not found!
at com.fs.starfarer.loading.M.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.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:432)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:426)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:413)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(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)[close]
I would've downgraded back to the previous release myself but I just emptied my recycling bin without even thinking. I'm wondering if this is a bug or due to some change made in the newest version. Any help you could give would be great. Thank you!
Hello, I recently came across the Tech Duinn station in Hyperspace and decided to dock in it. I had this problem where it'd softlock my game when I choose the "visit bar" option.
https://cdn.discordapp.com/attachments/280393012117241856/881343370885234699/Base_Profile_Screenshot_2021.08.28_-_18.44.56.28.png
I think I attached the image right, but basically it doesn't accept any input afterwards, effectively locking me on that screen. Nothing game breaking, I could simply not use the "visit bar" option, but I was wondering if anybody else had come across with something similar(?)
Also, whenever I enter the market, any stack/item my mouse hovers over gets instantly transferred to the other side, be it from the market or my storage. I've tried using Shift or Ctrl to counter it but to no avail. Doesn't happen when hovering over ships though. Only happens in the Tech Duinn market.
Not sure if its intended but the Tappah Drone Superiority Bomber's hammer torpedos have a 45sec reload, causing it to start manfighting stuff with it's vulcan cannon because the hammers are taking forever to reload after the initial attack run
So I was busy raiding Tech duinn and then it got decivilized, any way to colonize this? Industrial evolution or terraforming (cant remember which) allowed us to colonize stations but that doesnt work for tech duinn since its in hyperspace so just looking to see if anyone got a way to get either an AI or someone to colonize it?
What does it mean "masterversionfile":"Unavailiable", ? it seems to not be loading the mod when I try to use it. Do I need to change something in a file to get it to load?
is there a way to spawn the tech duinn station into a existing game?
I recently started using and enjoying this mod and fought against a phase leap ship called the E-VIII 'LURKER' class standard scrap phase warship and it is the first ship from this mod that cause some frustration during combat. The ship quickly teleported in the middle of my fleet and killed 1-2 destroyer/cruiser sized ships, so I gave an order to my entire fleet to destroy this ship. However once I got the hull down to below 30% it retreated demonstrating its true teleport range, my fleets engage arrows pointed to a space more than half way across the map. My ships gave chase because of my order to engage despite being in combat with the rest of the enemy fleet. The target was beyond my vision and therefore I could not rescind the order on the target, forcing me to either spend another order point and focus a nearby enemy ship or select each ship one by one and cancel my order. I won the battle but the ship retreated so I had to pursue it 2 additional times because it kept retreating from combat and there was no way to catch up to it and after the 3 retreats it became auto-disabled (I didn't know this was a thing until now). The only thing I can do in future battles is never give orders to focus it, hope to kill it before its teleport cooldown is ready or just let it go post battle.
While I like the concept of the phase leap, my experience in this situation was more tedious than fun. I'm not sure what adjustments to recommend without compromising the design intention, maybe shorter range or disabling the phase leap in the event the hull damage or combat readiness reaches below a certain threshold to prevent an unavoidable retreat/pursue/retreat loop.
Hey is this save compatible? Using 0.95.1a-RC6 of Starsector and I do like the looks of the ships
SpoilerYou're actually going to make the dancing Onslaught a reality. You wonderful monster.[close]
Lovely mod, I am getting a [v0.6.5b, invalid master version file URL "unavailable"] error in the version checker. Can I hotfix that somehow?
Hey I noticed that the Upcycler's Sect ship "Reckoner" isn't being created in custom production, though I still get charged from it weirdly. Is there a way to fix this? It looks like a really cool ship and I'd love to see/use it!
Also great mod by the way. I stalled myself from doing another modded playthough for a while until this became compatible with the latest version of starsector. It's a "must have" on my list of mods.
Hey! Could I yoink the talon rail code and reuse it for my *** add-on mods potentially? It's such a great concept. Obviously I'd credit you if you're okay with that.
I just played against vs ship named "pietas elite variant". It has ability to leap forward, and then leap backward. I think it istoo strong. Some vanilla ships can rush forward in cost of no fast retreat. Ability to leap into the fight, take and deal tons of damage, and leaping backward at 80% flux to vent is toxic.
Download link ends in a "Site can't be reached" error making me unable to download the mod.
The TB brawler really needs to have its information listed. The "armor plate" is awesome as an option to trade a medium slot ballistic slot for ablative armor that has a built in shield generator with its own flux supply but nothing tells you that is the case. On paper its a suicidal paperweight without that information though.
I really want to do a Tech Duinn themed raider run as a pirate but its slow to get the ships and despite being their origin the station rarely has any for sale, any way to increase supply at least at that station? I do love the idea of pirates teching up their fleets to specialize in raiding for profit as opposed to the "flying scrapyard" approach being the only choice.
Hi there, I am getting a invalid master version file error. Is this like the unknown skies mod where its fine and still throws the error or is it borked?
Image https://imgur.com/a/9L4ShXm (https://imgur.com/a/9L4ShXm)
Hi there, I am getting a invalid master version file error. Is this like the unknown skies mod where its fine and still throws the error or is it borked?
Image https://imgur.com/a/9L4ShXm (https://imgur.com/a/9L4ShXm)
Same issue.
:EDIT: Just saw your chat with Emto on the discord (which was about this). Guess it's Code being weird again.
Does this work ok in 0.97?
Interesting, how progress on next version of mod? One of my favorite ship packs, and its quite rare when mod adds really useful to player pirate ships, such as Thunderbirds ones, and few Epattcuds, while mods of mods simply add weaker "pirate" versions of existing ships, and really hope it's continue to deliver, I'm looking forward to that Onslaught teased earlier.
Also suggestion for next version, add to Otamay and maybe HE-X projectiles passThroughFighters and passThroughFightersOnlyWhenDestroyed options which was added in recent SS patches, I personally added them by myself, especially Otamay Cannon cannon needs it, since its looks silly that small fighter can block such huge projectile, and for Otamay, without these weapon have much less utility, against enemies with alot of fighters especially considering that it's pretty slow weapon.