Fractal Softworks Forum

Starsector => Mods => Topic started by: YuiTheModder on April 18, 2018, 04:36:32 AM

Title: [0.96a] LowTech Armada
Post by: YuiTheModder on April 18, 2018, 04:36:32 AM
(https://i.imgur.com/KGSG0Vs.gif) (https://i.imgur.com/qkB0NkV.gif) (https://i.imgur.com/LWuvzvG.gif)
(https://i.imgur.com/oTa1IGy.png) (https://mega.nz/file/p9ZiiByI#PcK8HgyXFlZFUDcDGza6l4bomr-NOlNnN_9KWkHdeDA)
(https://i.imgur.com/ILr84LJ.gif) (https://i.imgur.com/fijtn5R.gif) (https://i.imgur.com/joRtbFc.gif)



Hi all! I've made a ship pack mod that adds some ships to the pirates, derelicts, and Hegemony, and it's finally updated to 0.96a!

If there are any suggestions, critiques, or things you liked, please pop them in a post below and I'll get around to them as soon as I can!



This mod now requires MagicLib, you can find that here. (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

You can go here for the main mod download, but clicking on the logo up top works fine too.  (https://mega.nz/file/p9ZiiByI#PcK8HgyXFlZFUDcDGza6l4bomr-NOlNnN_9KWkHdeDA)

I now have a donation page:
If you want to see more stuff like this, and support my content by buying me a coffee, you can do so here. (https://ko-fi.com/yuithemodder)

Ships:
Spoiler
(Please forgive me for the image size inconsistencies, I'm planning to redo them soon so hang tight! <3)
Lawful Lowtech (Mostly).
Spoiler
Mask class Frigate "Missing Link"
(https://i.imgur.com/0XwxugO.png)


Defender class Light Cruiser "A Cuter Cravantia"
(https://i.imgur.com/b5Nh4a7.png)

Cravantia class Super Heavy Cruiser "Underwhelmingly Overwhelming"
(https://i.imgur.com/p2xVZbb.png)

Mason class Blockade Cruiser "Keeping Logistics Small, Big Time"
(https://i.imgur.com/ROGALAG.png)

Corsair class Artillery Ship "So What DO The Hegemony Do With Their Busted Onslaughts?"
(https://i.imgur.com/WsrlQ9M.png)


Scourer class Super Heavy Cruiser "Why So Small?"
(https://i.imgur.com/4H1yovy.png)
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Unlawful Lowtech

The Epattcuds:
Spoiler
From First To Last, And Not Necessarily In Order:

I - "The Literal Hunk'A'Junk"
(https://i.imgur.com/dFM3Jgs.png)

II - "A Cheapo-Dominato"
(https://i.imgur.com/xKfoeue.png)

III - "A Bizarre Amalgamation"
(https://i.imgur.com/HJJolMY.png)

IV - "Some Random Smeg Must Have Been Asked To Come Up With A Ship And He Must Have Just Said: "Gun", And Walked Off"
(https://i.imgur.com/8SA1sT7.png)

V - "A Bigger Miner... Or Just a Big Box Of Bees"
(https://i.imgur.com/5oCSV9i.png)

VI - "Lovecraftian Mechanigore"
(https://i.imgur.com/Aynx6bP.png)

VII - "And Yo Mama A Condor Too!"
(https://i.imgur.com/7HrwvFf.png)

VIII - "Dominator In The Front, Mora In The Back."
(https://i.imgur.com/L6vGXsV.png)

IX - "Unwelcome Pleasantaries"
(https://i.imgur.com/iYYzjn7.png)

X - "... ... ... My God... It's HUGE..."
Spoiler
Hegemony ComSec has redacted the following for public safety.
Spoiler
Tripad Log ID Confirmed, Enjoy This Placeholder Image While We Find You:

(https://i.imgur.com/S3TLDNB.png)

Spoiler
Spoiler Content Below:
Spoiler
(https://i.imgur.com/HUcyKna.png)
(https://i.imgur.com/UZB1U5n.png)
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XI - "A Tiny Broadside Terror"
(https://i.imgur.com/RzL3ZQA.png)

XII - "A Proper Skipper"
(https://i.imgur.com/5fMj3aY.png)

XIII - "Ain't No Bash Like Kit Bash Bash"

XIV (WIP) - "Fourteenth Battlegroup's Scrapyard Sister"

More TBC...
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Pirate:
Spoiler
The Colatlus Class cruiser... Pirate Hubris... Why...
(https://i.imgur.com/Zery1TQ.png)
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Changelogs
Spoiler
Quote
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.
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Thank you Helmut for giving me permission to use some of your unused textures for kitbashing, they really helped.

And a huge thank you to Sir Arcana, Nicke535, JRG, PureTilt and the rest of the Starsector community for the support while I was recreating my mod. Thank you all so much.
Title: Re: [0.8.1a] LowTech Armada
Post by: gun&drink on April 18, 2018, 01:16:05 PM
nice, more low tech goodies to play with

I gave them a quick try just now, and overall I like it very much. the corsair, the skull and the Mason in particular are really nice, both sprite wise and stat wise. I specially like the corsair's artillery role, I have always liked the thermal cannon and being able to bring more of them into the battle is definitely a plus

two small things that I have noticed right away that bothered me tho:
-the caravania brings very little for 35 fleet points. we have the legion with 5 medium composite, 2 large ballistic and 4 fighter bays just 5 more fleet points away from it, and same story with the onslaught. hell, even an eagle outguns it for 22 fleet points
-I need to test this one more, but the tappah could go all the way up to 20 OP cost, maybe more, and it would still be well worth it. they are a really nice idea both for the burn drive and the armament, but they are way too good for what you can find at 16 OP, specially with reserve deployment. normally I would tell you to nerf the stats instead of making it more costly, but I really like the idea of a low tech, high performance corvette

Cheers

Title: Re: [0.8.1a] LowTech Armada
Post by: ClassicAngus on August 27, 2018, 03:34:49 AM
Good looking ships
Title: Re: [0.8.1a] LowTech Armada
Post by: MajorTheRed on September 26, 2018, 04:48:21 PM
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.
Title: Re: [0.8.1a] LowTech Armada
Post by: YuiTheModder on October 23, 2018, 03:50:21 PM
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.

When I get a chance I'll do a balance patch focusing on the odd fighter and derelict balance, thank you for the info :)

I'm really happy you're enjoying the mod ^^
Title: Re: [0.8.1a] LowTech Armada
Post by: YuiTheModder on November 17, 2018, 02:50:15 PM
Hi everyone, for now, development on this mod is at a standstill as 0.9 has just been released and I rely on the "Ship Editor" program to make my content.
I'll be back with new updates when the editor is released.

I may do a final preliminary update to fix a few issues in a month's time, but other than that i'm waiting for the 0.9 ship editor.
Title: Re: [0.8.1a] LowTech Armada
Post by: Ishman on November 18, 2018, 11:51:28 PM
Just wanted to say these ships look fantastic, not kitbashed eyesores.

Awesome work.
Title: Re: [0.8.1a] LowTech Armada
Post by: Nikopol on December 16, 2018, 02:07:05 AM
Please more updates. I am in love with these ships  :)
Title: Re: [0.8.1a] LowTech Armada
Post by: Botaragno on December 16, 2018, 02:11:45 PM
God I'm a sucker for Low-Tech funsies, is this mod likely going to be 0.9 compatible anytime soon?
Title: Re: [0.8.1a] LowTech Armada
Post by: YuiTheModder on January 24, 2019, 07:29:47 AM
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.

I am so sorry for the delay.
Title: Re: [0.8.1a] LowTech Armada
Post by: Hrothgar on June 09, 2019, 09:23:49 AM
0.9.1 now is newest version. I like low tech ships.
Title: Re: [0.8.1a] LowTech Armada
Post by: PyroFuzz on July 11, 2019, 11:32:17 PM
This is a cool mod! Keep up the good work!
Title: Re: [0.8.1a] LowTech Armada
Post by: Digganob on October 10, 2019, 09:22:07 PM
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?
Title: Re: [0.8.1a] LowTech Armada
Post by: dk1332 on October 11, 2019, 12:03:43 AM
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.
Title: Re: [0.8.1a] LowTech Armada
Post by: Digganob on October 11, 2019, 02:50:42 PM
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.

Oh ok, thanks.
Title: Re: [0.8.1a] LowTech Armada
Post by: Malignity. on October 26, 2019, 07:07:46 AM
Hi.

Enabling this mod will have my game crash on startup.
Error message : "Fatal: Weapon spec [LTA_moduleBarbican1_gauss] not found!".
 
Cheers
Title: Re: [0.8.1a] LowTech Armada
Post by: Snrasha on October 26, 2019, 09:23:16 AM
Hi.

Enabling this mod will have my game crash on startup.
Error message : "Fatal: Weapon spec [LTA_moduleBarbican1_gauss] not found!".
 
Cheers

This mod is not updated for the last version of Starsector. Read the message just before your message for see the reason ^^.
Title: Re: [0.8.1a] LowTech Armada
Post by: mora on July 07, 2020, 12:47:10 PM
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.

I am so sorry for the delay.
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?
(https://i.imgur.com/1Hj9fyi.png)
Title: Re: [0.8.1a] LowTech Armada
Post by: connortron7 on July 07, 2020, 12:56:56 PM
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.

I am so sorry for the delay.
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?
(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.
Title: Re: [0.8.1a] LowTech Armada
Post by: mora on July 07, 2020, 01:39:35 PM
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.
Care to share what kind of new stuff is coming?
Title: Re: [0.8.1a] LowTech Armada
Post by: Sterdude on July 07, 2020, 02:38:56 PM
Quote
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?


Underworld on crack. Lots of new ships. Especially for pirates.

It's very close to being finished as well, expect to see it within the next 2 weeks I think. Don't quote me on that though.
Title: Re: [0.9.1a] LowTech Armada
Post by: connortron7 on July 08, 2020, 05:48:56 PM
Ayyy nice to see the update out, lookin forward to playin it.
Title: Re: [0.9.1a] LowTech Armada
Post by: Chairman Suryasari on July 08, 2020, 11:02:01 PM
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)
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on July 09, 2020, 04:07:22 AM
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)
Title: Re: [0.9.1a] LowTech Armada
Post by: Sterdude on July 09, 2020, 06:19:49 AM
I see it in the game launcher just fine. Tweet, Tweet.
Title: Re: [0.9.1a] LowTech Armada
Post by: Chairman Suryasari on July 09, 2020, 11:15:41 AM
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)

Yeah, i also confuse because it's supposed to work, is starsector have mod limit? i try delete some mod, i got contact with several people on discord, i open the files and check everything, move out several mods, even try to force enable the mod with enabled_mods.json, still doesn't work
Title: Re: [0.9.1a] LowTech Armada
Post by: Chairman Suryasari on July 09, 2020, 01:41:18 PM
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.

(https://cdn.discordapp.com/attachments/512356777451323393/730886144765591653/lta.JPG)
Title: Re: [0.9.1a] LowTech Armada
Post by: mora on July 09, 2020, 03:06:23 PM
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?
Title: Re: [0.9.1a] LowTech Armada
Post by: Captain Trek on July 10, 2020, 02:32:07 AM
It seems like the overwhelming majority of ships in your mod don't have codex entries. Is that intentional?
Title: Re: [0.9.1a] LowTech Armada
Post by: Chairman Suryasari on July 10, 2020, 03:37:59 AM
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.

(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.
Title: Re: [0.9.1a] LowTech Armada
Post by: Sterdude on July 10, 2020, 11:20:03 AM
Quote
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.



I can confirm this, I just tried to put CHeese in the mod folder with LTA and LTA didn't show up.
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on July 11, 2020, 05:15:30 AM
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?

I'll get on that with the Sunday hotfix :)


Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on July 11, 2020, 05:21:21 AM
It seems like the overwhelming majority of ships in your mod don't have codex entries. Is that intentional?

All of the Epattcud ships share the same codex entry right now, regardless of their size or weapon layout.

Most ships should actually have codex entries, but many are hidden from the player if you search them as they are not in the independent public database in the lore. If you find any I missed that say "There's no description, yet..." feel free to send a reply on here.

In terms of hegemony ships, there aren't that many yet as I need to plan out the content for filling other holes in their lore.

Edit: If you want to see hidden codex entries, try recovering one of the ships you want to see the entry for. It should have one :).
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on July 11, 2020, 05:27:06 AM
Quote
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.



I can confirm this, I just tried to put CHeese in the mod folder with LTA and LTA didn't show up.


So in regards to the mod conflicts, i'm planning on adding the Colatlus to the Lowtech armada mod as an elite pirate vessel, pending community approval.

The image files are already in the LTA mod, but if you remove them it should run fine alongside the Colatlus mod. Sorry about the conflict.
Title: Re: [0.9.1a] LowTech Armada
Post by: Chairman Suryasari on July 11, 2020, 10:11:27 AM
Don't worry Yuri! Keep your good work! Thanks for amazing mod, now i can start my pirate capitalism  8)
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on July 13, 2020, 05:48:51 PM
I just fixed the spawn issues with Epattcud ships, download 0.4.1b for the hotfix.

Sorry for the trouble.
Title: Re: [0.9.1a] LowTech Armada
Post by: A.z.s on July 14, 2020, 05:26:51 AM
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!
Title: Re: [0.9.1a] LowTech Armada
Post by: Chairman Suryasari on July 15, 2020, 03:01:19 AM
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.
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on July 15, 2020, 05:02:05 AM
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!


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.
Title: Re: [0.9.1a] LowTech Armada
Post by: A.z.s on July 15, 2020, 05:18:39 AM
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 for the reply! I think that is actually acceptable, since the not-so-clever-AI always keeps the double shield and its hard Flux :D

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.

Thanks a lot! and please don't forget to adjust the size of the main shield, currently it cannot cover the sub shield. Looking forward to the update!
Title: Re: [0.9.1a] LowTech Armada
Post by: A.z.s on July 16, 2020, 08:58:20 AM
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.
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on July 17, 2020, 10:52:24 AM
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.

TSC has a hullmod that adds more than one deck per converted hangar?

I designed the ship so you could put converted hangar on every module and turn it into more of a carrier.

OP is kind of tight on the combat and missile modules if you want the most effective loadouts for them so i feel super comfy with Converted Hangar.

However I do not feel comfy with it letting another vanilla balanced mod (I assume?) add that many decks to the ship.

I'll think about making a mod exception and disallowing that hullmod in a future patch. However Converted hangar (Unless I change my mind in a big way) will always be usable with the EpattcudX, I even put a little shuttle deck on the combat module for it ;-;
Title: Re: [0.9.1a] LowTech Armada
Post by: A.z.s on July 18, 2020, 12:43:57 AM
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.
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on August 03, 2020, 02:13:47 AM
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.

I believe I have fixed this in the most recent patch, thank you for bringing it to my attention.
Title: Re: [0.9.1a] LowTech Armada
Post by: mora on August 03, 2020, 12:07:46 PM
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.
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on August 03, 2020, 02:10:46 PM
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.

For now, there is no Jar file. I prefer not to package just yet as so little of the mod requires javascript. You should find it works just fine without.

Neither me nor the people who beta tested the mod in regular campaigns with mods enabled had any issues with slowdown due to the new secret station. We each have computers with different specs, and run the mod with many others enabled, if you're experiencing slowdown due to the mod please let me know, though I understand Histidine left it open for players to put the Prism Freeport station back in hyperspace if they prefered that stylistic choice, so I would personally infer that the slowdown is not much more severe that just a regular station. There are only 3 of us testing though, so I'm waiting for more user feedback on that front.

I'll keep an eye out for it  :), thank you so much for your feedback.
Title: Re: [0.9.1a] LowTech Armada
Post by: A.z.s on August 03, 2020, 04:33:22 PM
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.
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on August 04, 2020, 02:54:08 PM
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.

Really? I'll take a look, I've been using magic to make hullmods incompatible.
Title: Re: [0.9.1a] LowTech Armada
Post by: italose on August 05, 2020, 01:59:35 PM
? any solution ?

[attachment deleted by admin]
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on August 07, 2020, 06:20:54 AM
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.


TSC's Converted Hangar is now fixed to not be compatible on the ship, but I will need to test the shield hullmods.
Title: Re: [0.9.1a] LowTech Armada
Post by: NaitNait on August 07, 2020, 03:37:58 PM
Noticed the Tech Duinn station has a huge performance impact when it gets drawn. The letters of the station are visible on the map and easily found if that is unintended :P
Title: Re: [0.9.1a] LowTech Armada
Post by: diegoone96 on August 12, 2020, 04:05:30 PM
First of all, a big fan of your mod, especially with the secret Tech Duinn station.
I do want to report that when Tech Duinn is captured and the Hegemony targets it for an AI inspection, the game crashes. I recall this had happened with the Free Prism port and was fixed but I am not sure how. Here is the link I found with the same data error (http://fractalsoftworks.com/forum/index.php?topic=15497.0).

Title: Re: [0.9.1a] LowTech Armada
Post by: A.z.s on September 05, 2020, 08:19:22 AM
Hi Yui, some short feedback:

EpattcudVI performed quite well in the battle with its 1000 flux dissipation, 1750 armor, 3 forward large ballistic weapons and 2 hangars, for only 35 DP. That seems not very 'Scrapship' ;).

The turn rate and turn acceleration of EpattcudX is 1;0.5. That's...horrible. With player's skill and all possible hullmods, I still spend most of my time on turning the ship, to try to aim the enemy for TPC and Burndrive. I really love this ship but I can hardly say that it was a pleasant combat experience. (Compared with SWP Cathedral 3;3, HMI Locomotive 3;3, Scalartech Gown 5;5). Or on the other hand, maybe just extend its PPT, since it has 100 DP.

Thanks and keep your good work!
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on December 17, 2020, 03:38:02 PM
The Epattcud VI has now been changed so that rather than its tiny capacity being a problem, it instead has a lot less dissipation -150-250 as of the next patch to come out, thank you for the feedback.

Did you see any other ships that bothered you perchance?
Title: Re: [0.9.1a] LowTech Armada
Post by: A.z.s on December 18, 2020, 10:52:03 AM
You are back! I'm glad to share my personal views.
1. With similar weapon equipment and both 22 DP, the Mason has much better flux dissipation, shield, armor and assault ability than Epattcud2. I think the Mason deserves a slightly higher DP.
2. The flux dissipation of the Defender is only 200, almost frigate level. Compared with the Scourer, both 20 DP, same shipsystem and similar weapon equipment, the Defender may need to be strengthened.
3. The Epattcud8——the Heron with a firepower of the Dominator, is almost a downsized version of the Legion-class. In simulated battle it can easily defeat the Aurora if equipped with bombers. I'm not sure if this ship is balanced enough.
4. And then! The EpattcudX! Love it! Please don't forget to do something with its turn rate!
Thanks!
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on December 20, 2020, 11:57:38 AM
Heya

I've had a look and decided to buff the Mason's DP to 25 after comparing statistics.

The Defender flux has been normalised (All of these are for the next update).

The EpattcudVIII has been given the intended manuverability issues and now functions as intended rather than being nigh impossible to flank with frigates and destroyers. It has a potent frontal weapons array, but when pressured by most kinetics or high-impact weapons arrays on similar ships it crumples.

I ended up deciding to keep the EpattcudX at its 1.5 max turn rate,   0.75turn acceleration it inherited as part of this round of fixes, as this enables it to function competently while still posing a massive risk to itself if it overextends or is flanked by large ships.


Title: Re: [0.9.1a] LowTech Armada
Post by: epsilonflash on January 21, 2021, 10:01:20 PM
"Collosn't" on that latest update got a hearty laugh out of me. Also taking this opportunity to say thanks for your continued work on this mod, the huge variety of ships with all their distinct strengths and purposes has really helped to increase the overall enjoyment of all my playthroughs so far. They really manage to fill in a lot of holes in this game's overall power progression; a lot of them are amazing in their own right, and many others are strong yet affordable stepping-stones that help people build up their preferred style of fleet on a budget, while looking for those late-game heavy hitters.

Looking forward to seeing what these new additions have to offer
Title: Re: [0.9.1a] LowTech Armada
Post by: Dazs on January 22, 2021, 05:02:06 AM
Nice to see this mod updated. Fyi, your MEGA d/l link on discord requires a decryption key. I was able to d/l it on the main page here though.
Title: Re: [0.9.1a] LowTech Armada
Post by: Delta7 on January 23, 2021, 08:29:45 AM
These ships look like ***. I love it and want more of them :D
Title: Re: [0.9.1a] LowTech Armada
Post by: jyjakafe on January 29, 2021, 01:58:12 AM
is talon duo wing supposed to show up in markets next to regular talon?

they seem the same cost except talon duo wing contains less fighters.
Title: Re: [0.9.1a] LowTech Armada
Post by: Twilight Sentinel on February 14, 2021, 12:08:57 PM
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.
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on February 18, 2021, 12:45:00 AM
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.

I'll take a look at the ship pricing. :)
Title: Re: [0.9.1a] LowTech Armada
Post by: auhamas on February 18, 2021, 09:52:25 AM
my god this is probablly my favourite mod yet the ships added add both feel and strangeness to the world. not to mention the mega dreadnought vessel. Stitched together out of 5 ships but man for a pirate playthrough man is it fun to use as it fits the theme of pirates salvaging and scarping together whatever works. one thing ill say that might be a bit controversial regarding it is just how powerful it really is. taken into consideration that most parts of it can fit converted hangers to have unmanned drone fighters making you nigh invincible to missiles or fighter swarms. the gun mounts feel fine if a bit bloated as i have never really had the problem of even makeshift shields going down. yes its a powerful ship yes it requires a hell of a lot of investment but it seems to completely dwarf anything thrown at it. Im not really saying thats a glaring issue but its my two cents on the matter.
Title: Re: [0.9.1a] LowTech Armada
Post by: Wojmistrz on February 21, 2021, 12:45:54 AM
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? ;)
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on February 23, 2021, 02:24:53 AM
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? ;)

Heya, the next update is nearly done, and this will be included in that patch's round of fixes, thank you for the feedback!

Unfortunately, I cannot let players manufacture the Upcycled Mitigator until I have released the Upcyclers' Sect as an optional sub-faction (Mostly due to the stat changes).

I hope that is ok?
Title: Re: [0.9.1a] LowTech Armada
Post by: Rammuxa on March 03, 2021, 02:57:01 AM
I was just asking could we invade tech guin? it whould be really cool to do so to have a base in hyperspace
Title: Re: [0.9.1a] LowTech Armada
Post by: Deageon on March 04, 2021, 03:52:11 PM
Will we ever get a ship with a Snapcracker Cannon? I wanna big shooty some bastards..
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on March 29, 2021, 09:03:27 PM
Will we ever get a ship with a Snapcracker Cannon? I wanna big shooty some bastards..

As soon as the next update is ready and set up I likely will :) .
Title: Re: [0.9.1a] LowTech Armada
Post by: Hessu on April 01, 2021, 01:49:29 AM
Is this mod getting updated soon?
Title: Re: [0.9.1a] LowTech Armada
Post by: Flacman3000 on April 21, 2021, 10:08:31 PM
Can this be added to an ongoing game?
Title: Re: [0.9.1a] LowTech Armada
Post by: KMS on April 28, 2021, 10:31:18 AM
Upcyclers' Sect as an optional sub-faction

I am really excited for these guys, they sound cool.
Title: Re: [0.9.1a] LowTech Armada
Post by: YuiTheModder on June 24, 2021, 09:49:48 PM
Hi everyone, I've just uploaded the latest release of LowTech Armada (in this case the Pre-Tournament release)!

Please let me know what you think if you have time.

Here's the link (it should work on the current version of Starsector [0.95a-RC15]): https://mega.nz/file/Z05HiKTI#5m5jQbVskTfrImziOXY09VTlFURAskwXyYBBj2FR25I

Have fun!
Title: Re: [0.95a] LowTech Armada
Post by: Reggie on July 17, 2021, 01:11:58 PM
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.
Title: Re: [0.95a] LowTech Armada
Post by: idiotekque on August 04, 2021, 11:17:16 PM
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.

Just installed the mod to give it a try and ran into the same issue, crash on startup in connection to "Duinn".
Title: Re: [0.95a] LowTech Armada
Post by: karolb774 on August 11, 2021, 08:48:09 AM
Hi, guys

After I updated to pre tournament 3 I have fatal error after game launch "ship hull spec [LTA_Adjudicator] not found", can anyone help me fix this, or patch this... In pre 2 it works just fine, at least game started.. Thanks in advance!
Title: Re: [0.95a] LowTech Armada
Post by: Troika on August 11, 2021, 11:03:58 AM
This is truely a successor to Underworld as the best pirate ship mod. You've done some damn fine work here.
Title: Re: [0.95a] LowTech Armada
Post by: eidolad on August 12, 2021, 06:26:18 PM
this has become a very difficult mod NOT to have installed cause me likes pirate variety and effectiveness
Title: Re: [0.95a] LowTech Armada
Post by: JAL28 on August 15, 2021, 08:44:47 AM
So I thought the Colatlus wouldn’t be a threat until it managed to ram my Radiant with its shield down and literally halved its health(including shaving all related armour cells too)

Newfound respect
Title: Re: [0.95a] LowTech Armada
Post by: king406 on August 15, 2021, 07:45:11 PM
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 error

Spoiler
149640 [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!
Title: Re: [0.95a] LowTech Armada
Post by: YuiTheModder on August 18, 2021, 01:07:22 PM
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 error

Spoiler
149640 [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!

Heya! The current tourney pre-release is not save compatible, sorry.

You don't need to worry too much though, so long as you are not using a mod with the id "LTA_Adjudicator" as well as this, you can just change the ID of the .ship and .variant files for the ship currently named "LTA_Moderator" to "LTA_Adjudicator" and so long as you rename all of them (including the IDs inside the files) it will work on your current save and you should see no issues.

It may take a while, but you can make LTA save compatible for the patch your save is from by doing that.

You'll find the files and IDs in:

LTA\data\hulls

LTA\data\variants

LTA\data\strings (For description ids)

LTA\data\world\factions\Hegemony (And \Independent)

For variant files you will need to swap all the LTA_Moderator variant beginnings with LTA_Adjudicator, what comes afterwards, eg: LTA_Moderator_Assault can stay.

If this is too much stuff you might want to stay on your current version or if you do update, start a new save. Sorry about that.
Title: Re: [0.95a] LowTech Armada
Post by: dedgroove on August 28, 2021, 06:09:57 PM
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.
Title: Re: [0.95a] LowTech Armada
Post by: 6chad.noirlee9 on August 30, 2021, 07:16:44 AM
I've used this mod forever but just now realized you have a SHIP THAT RAMS THINGS YES.

GREAT AFFECT 12/10
Title: Re: [0.95a] LowTech Armada
Post by: JAL28 on August 30, 2021, 04:26:13 PM
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.

Oh yes this happened to me too
Title: Re: [0.95a] LowTech Armada
Post by: eidolad on September 04, 2021, 11:39:32 PM
The Wight cruiser is a prize worth the wait...it shreds targets and takes a beating.  My first introduction was being directly in front of it when it was zero-flux...one lunge later and it's in my face and not leaving until my ship exploded. 

Recovered it and gave it to a high level AI pilot...who rarely loses the ship even when pushed into a bad position and outnumbered.
Title: Re: [0.95a] LowTech Armada
Post by: JAL28 on September 05, 2021, 12:36:12 AM
Oh yes, I remember when a Wight rammed by flagship and absolutely stomped its health before being shredded to pieces by my other ships
Title: Re: [0.95a] LowTech Armada
Post by: LeNainBerb on October 15, 2021, 07:21:00 AM
hey i play at starsector version 0.9.1.a because lot of my favorite mod is not update to the lasted version but when i put your mode the game crach with a error :"Fatal: Ship hull spec [champion] not found!" where i can take old version of the mod or how i can fixe this errors ^^ thx i really like your mod but i've play in 2019 ^^
Title: Re: [0.95a] LowTech Armada
Post by: Null Ganymede on October 27, 2021, 08:10:45 AM
This mod throws a bunch of interesting ships into the pirate lineup. The "did that scrapheap frigate just AM blaster me in the side?!" kind of interesting.

The spicy ships are visually distinct and appropriately scary-looking though, so it's fun not frustrating. 10/10, it and Underworld are now headcannon.
Title: Re: [0.95a] LowTech Armada
Post by: Souvenir on November 22, 2021, 03:45:55 PM
Just got started with this mod for some better pirates, and I really like the hull variety, as well as some of the more... creative missile mounts. Nothing better winning a challenging battle using salvaged, barely operational, rustbuckets!

I noticed that E-XI Lamprey's elite variant has a problem with aiming the tactical laser - the current autopilot just never rotates quite into range of the hardpoint's arc, even though it can do so. This results in the tactical laser almost never firing. Tests can be done in combat simulator vs hound or some other small ship. Changing the hardpoint direction from 90 to 75 just barely allows the tactical laser to fire, given the ship rotation that the autopilot prefers. Alternatively, making it a turret with 60 arc might work, and make it look more like a broadside gun. I'm not sure how this affects other variants, but it's definitely not the first time autopilot is doing silly things.

Edit: Never mind. No matter how I change the hardpoint arc/direction or add extended shields or swap hvd for a lower range gun, autopilot rotates the ship so that the enemy is JUST outside of the tactical laser's arc. Unless it has something close to 180 arc. I'm guessing it just doesn't like broadsiding with lasers, which would be unfortunate.
Title: Re: [0.95a] LowTech Armada
Post by: CrimsonPhalanx on November 25, 2021, 01:09:51 PM
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
Title: Re: [0.95a] LowTech Armada
Post by: Valikdu on December 05, 2021, 09:49:52 AM
I love everything about the Consigliere BC, but perhaps it should be larger visually? It kinda looks smaller than some cruisers.
Title: Re: [0.95.1a] LowTech Armada
Post by: Noobishnoob on January 11, 2022, 07:41:22 AM
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?
Title: Re: [0.95.1a] LowTech Armada
Post by: Kaiser282 on January 21, 2022, 05:53:58 AM
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?
Title: Re: [0.95.1a] LowTech Armada
Post by: Aceje88 on February 04, 2022, 08:21:29 AM
Same issue here as previous poster and would like a response from the modmaker so we can maybe get this fixed or if its something simple we can do ourselves.
Title: Re: [0.95.1a] LowTech Armada
Post by: Oni on February 04, 2022, 09:29:05 AM
Do you have Lazylib and Magiclib?

In fact you should get all 4 of the library mods since so many other mods have them as a base.
Title: Re: [0.95.1a] LowTech Armada
Post by: Aceje88 on February 04, 2022, 03:23:00 PM
Have them all and updated.
Title: Re: [0.95.1a] LowTech Armada
Post by: n3xuiz on February 05, 2022, 06:44:06 PM
is there a way to spawn the tech duinn station into a existing game?
Title: Re: [0.95a] LowTech Armada
Post by: YuiTheModder on February 06, 2022, 03:55:01 PM
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

Heya, yes this is intended, though I have been thinking a tad too punishing, I may look into changing the Tappah in a future patch to be more potent.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on February 06, 2022, 03:57:45 PM
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?

Unfortunately due to the Hyperspace layer being unfinished in Vanilla there are too many potential crashes and softlocks for me to let the player capture Tech Duinn while its in Hyperspace.

That said, in a future patch I plan to make a quest where you can destabilize Tech Duinn and throw it out of hyperspace and into a nearby system, after which you can capture it. (If you have Tech Duinn set to spawn in a system in the config at the moment you can absolutely capture it right now though).

Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on February 06, 2022, 03:59:31 PM
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?

This is due to me not integrating features to work with Version Checker just yet. I'll be looking into this for a future patch though. :)

It won't cause any issues, it just means it cant find the information it needs to determine what comparative version you're using to what update I have released.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on February 06, 2022, 04:01:27 PM
is there a way to spawn the tech duinn station into a existing game?

Unfortunately not yet, but I will be adding the ability to spawn Tech Duinn into a current save in a future patch.

If there are any config options you think would be nice to have as the player feel free to post below.
Title: Re: [0.95.1a] LowTech Armada
Post by: nukularpower on February 15, 2022, 01:18:41 AM
Hello,

Love the mod.  Just wanted to report this crash I'm getting when the Reckoner tries to enter combat - it's arms are empty as I can't figure out how to put weapons on them

3365338 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.LTA_ReckonerArms.advance(LTA_ReckonerArms.java:121)
   at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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(Thread.java:748)
Title: Re: [0.95.1a] LowTech Armada
Post by: Nesano on March 19, 2022, 08:54:46 AM
I'm getting the issue mentioned above

It's included in the list of mods that failed their update checks and has a message that reads:
(v0.6.5b, invalid master version file URL "Unavailable")
Title: Re: [0.95.1a] LowTech Armada
Post by: ArcticCheetah on April 16, 2022, 11:28:15 AM
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.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on May 09, 2022, 04:18:26 PM
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.

I'm happy to take a look at the Lurker, with the new Phase update things have been a bit of an experiment for me. I'll likely be reducing its jump range from 2/3rds of the map to around 1/2 of the map. Please let me know yalls thoughts.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on May 09, 2022, 05:14:50 PM
For an idea of what is coming next in LowTech Armada, here are some gifs/screenshots :) :

Spoiler
(https://imgur.com/HquvXUU.gif)
(https://imgur.com/L0HoNuD.gif)

(https://imgur.com/YRu9TKG.png)

(https://imgur.com/ZUkbEbV.png)
(https://imgur.com/qR025Tb.png)
[close]

Please feel free to ask questions or let me know what things you would like to see or think would be interesting in a future update! (Though be warned I may take a while to respond ^^*)
Title: Re: [0.95.1a] LowTech Armada
Post by: SpaceDrake on May 09, 2022, 05:55:45 PM
Spoiler
You're actually going to make the dancing Onslaught a reality. You wonderful monster.
[close]
Title: Re: [0.95.1a] LowTech Armada
Post by: XyttheElite117 on May 11, 2022, 04:04:48 AM
Hey is this save compatible? Using 0.95.1a-RC6 of Starsector and I do like the looks of the ships
Title: Re: [0.95.1a] LowTech Armada
Post by: SpaceDrake on May 11, 2022, 12:48:50 PM
Hey is this save compatible? Using 0.95.1a-RC6 of Starsector and I do like the looks of the ships

100% compatible, go nuts.
Title: Re: [0.95.1a] LowTech Armada
Post by: XyttheElite117 on May 12, 2022, 12:33:25 PM
That's cool. Thanks!
Title: Re: [0.95.1a] LowTech Armada
Post by: Arkmagus on May 27, 2022, 03:42:42 PM
The game got extra spicy when I replaced the burn drive of the Colossus and Prometheus from luddic path with the Colatlus drive.
Title: Re: [0.95.1a] LowTech Armada
Post by: Hansag on May 29, 2022, 02:09:30 PM
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?
Title: Re: [0.95.1a] LowTech Armada
Post by: AlexZaehou on July 04, 2022, 10:49:38 AM
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.
Title: Re: [0.95.1a] LowTech Armada
Post by: Quartofel on July 21, 2022, 06:40:07 AM
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.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on August 08, 2022, 02:39:13 PM
Spoiler
You're actually going to make the dancing Onslaught a reality. You wonderful monster.
[close]

Sorry It's taking so long I promise I will release my beta for this upcoming patch soon on the discord and on here. :)
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on August 08, 2022, 02:41:49 PM
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?

I don't currently have a functional system for version checker in LTA, but I always post the most recent release version on here/the unofficial Starsector discord.

I'll be looking into that in future, but right now it doesn't work.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on August 08, 2022, 05:11:20 PM
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.

Heya, I am not getting this in my current dev version, so I think I may have fixed it at somepoint during working on this beta. Thank you for the feedback though, it led me to finding out that the Upcycled ships will not spawn from the player's market as part of a fleet doctrine, due to having no selected roles for their variants yet. They are now spawning correctly I think in both instances. :)
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on August 08, 2022, 05:15:45 PM
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.

Heya, yes you can absolutely yoink the Talon Rail code to use for your add-on mods. The script replaces a missile with a fighter, so you would need to design a missile to swap out, or spawn something else to swap into a fighter or missile.

Have fun modding! ^u^
Title: Re: [0.95.1a] LowTech Armada
Post by: SturmPionier on September 11, 2022, 07:22:16 PM
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.
Title: Re: [0.95.1a] LowTech Armada
Post by: Catscrath on October 05, 2022, 11:10:51 AM
The TB Brawler explodes if any torpedo or ship blows up near it. Is it meant to be that fragile as a Brawler, a knife fight ship? With one of it's guns missing and it's shield taken away for a shield/armour plate, you would expect it to be at least decently durable or speedy to be able to do what it is named after, brawl, but you can't get in close because ship explosions will kill you, and you can't escort because eating a torpedo means death. Just giving it's shield back would do wonders for it, having the armor plate be a sort of backup shield and armor to soak up normal bullets but not be able to stand explosions.
Title: Re: [0.95.1a] LowTech Armada
Post by: RoquetheRogue on October 05, 2022, 03:49:47 PM
These ships are so well designed and creative, everything seems to be so well thought I adore everything about this mod... what are the Upcyclers Sect? sounds intriguing!

Thank you for your hard work!
Title: Re: [0.95.1a] LowTech Armada
Post by: inanimate on October 12, 2022, 01:50:34 PM
Played few hours with this mod. Ships looks nice, they are nicely designed, but at least few of them are a bit too strong. I just got rekt by one ?cruiser? escort variant (thats all i remember) with mjollnir on top, and the ability to run back or ahead. It was impossible to reach it because of high mobility even for frigates. Combined with strong shields and impressive firepower melted my larger and very strong fleet.
Title: Re: [0.95.1a] LowTech Armada
Post by: inanimate on October 13, 2022, 12:06:03 PM
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.
Title: Re: [0.95.1a] LowTech Armada
Post by: Steampunkgears on October 29, 2022, 02:04:31 PM
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)
Title: Re: [0.95.1a] LowTech Armada
Post by: krazyone on November 29, 2022, 08:40:46 PM
Getting a fatal error and CTD when i try and use a ship mod on the "Epattcud V" hacksaw. The other mod is the modern carrier mod and removes built in fighter wings. So far this is the only ship that causes this. Any advice?

[attachment deleted by admin]
Title: Re: [0.95.1a] LowTech Armada
Post by: AdtrL on December 20, 2022, 03:07:17 PM
Download link ends in a "Site can't be reached" error making me unable to download the mod.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on January 04, 2023, 05:00:02 AM
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.

Heya, I don't have any variants in my mod called "Pietas Elite Variant". I do have a ship named "Epattcud XX", a small frigate that can on a windup jump around the battlefield and zap things with damagin emp arcs. I also have another called the "E-XVIII 'Lurker'", a capital with a larger version of the same jump with a longer windup that can go further, at the cost of damaging itself more severely.

Are these the ships you mean? They are quite rare in fleets, but I have been considering reducing their jump distance to conform with reductions made to the usability of the Hyperion, a similar vanilla ship. Though with that said, it wouldn't prevent them from jumping in and out of combat at the expense of their own hull, which is their intended function.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on January 04, 2023, 05:04:29 AM
Download link ends in a "Site can't be reached" error making me unable to download the mod.

Are you still getting this issue? I was inactive with my Mega account for a bit it the link may have gone down temporarily? Though I saw no signs of this on my end.

Please let me know if this remains a problem I'll take another look into it if so.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on January 04, 2023, 05:06:34 AM
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.

In the next patch I'll have a dummy hullmod on the main chassis to explain the function of the module.
It already has this in my Dev version, but its been a while since I made an official release.
Title: Re: [0.95.1a] LowTech Armada
Post by: sirskips on January 04, 2023, 11:10:47 PM
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.
Title: Re: [0.95.1a] LowTech Armada
Post by: YuiTheModder on January 05, 2023, 01:19:32 AM
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.

I believe this issue is actually due to me mismarking my version file.

Currently I do not have version checker working with LTA. It shouldn't disrupt or crash anyone's game though.
Title: Re: [0.95.1a] LowTech Armada
Post by: Klize1917 on January 05, 2023, 01:55:12 AM
Hi, Could you allow us translate LowTech Armada to the chinese forum? https://www.fossic.org/
Title: Re: [0.95.1a] LowTech Armada
Post by: Ovid on January 23, 2023, 08:14:09 PM
Hey Yui, it looks like LTA is requiring a specific version of MagicLib, and the new current version isn't matching what's needed. And unlike Seeker, your mod_info.json file doesn't have the formatting specifying a specific version of magic lib, so I can't just change the required magicLib version from 0.42 to 0.45 to bypass the issue. And this means that the Starsector client is turning off LTA because of a missing requirement.

is there a way to bypass this, or can you update LTA to instead look for MagicLib 0.45?
Title: Re: [0.95.1a] LowTech Armada
Post by: koprus on February 07, 2023, 06:02:53 AM
The ammount of fun i'm having with the the epattcud ships! just found an epattcud-xxvii-caldera at the start of the game and omg ive had one of the most want-to-load-and-replay-seed feeling i've had in ages!
Title: Re: [0.95.1a] LowTech Armada
Post by: daringduck on April 19, 2023, 01:43:16 PM
Yui, there appears to be a problem with Tech Duinn. On the system map of Magec the icon for the station doesn't show up but the station name is visible. It's also impossible to lay in course on the map due to the lack of icon. I can still visit it in campaign mode and interact with it though.
Title: Re: [0.96a] LowTech Armada
Post by: twetyy on June 04, 2023, 05:48:23 AM
Sovereign is such a fun ship to fly!
Looked awful, but i ended up falling in love using it for over 10 hours of game time.
Title: Re: [0.96a] LowTech Armada
Post by: TheShear on June 30, 2023, 11:30:34 AM
Maybe I see wrong but I think something might be wrong with the HE-X
When I hit shields I can clearly see the little shockwave from the AOE and two damage pop ups.
When I hit hull I only see one, as if the secondary explosion doesn't trigger and I don't see the little shockwave.
Here are two Screenies I made in Simulation:
Hit on Shield
(https://i.imgur.com/zyC85UH.jpg)
Hit on Armor
(https://i.imgur.com/lI1zxM5.jpg)

Same with the HE-XX on my true love, the Havoc.

:EDIT: Just saw your chat with Emto on the discord (which was about this). Guess it's Code being weird again.
Title: Re: [0.96a] LowTech Armada
Post by: Ranokin on August 16, 2023, 04:57:24 PM
:EDIT: Just saw your chat with Emto on the discord (which was about this). Guess it's Code being weird again.

This is like the new version of “PM'd you the fix :)” for me.
Title: Re: [0.96a] LowTech Armada
Post by: joebob73 on January 28, 2024, 03:45:05 PM
Would you be fine with me using the TPC turret in a mod I'm making? 
Title: Re: [0.96a] LowTech Armada
Post by: Troika on February 26, 2024, 02:45:26 AM
Does this work ok in 0.97?
Title: Re: [0.96a] LowTech Armada
Post by: Alphascrub on March 04, 2024, 07:20:44 PM
Does this work ok in 0.97?

I'm curious to if anyone knows, looking to pick this mod up in my next playthrough, thunderbird ships are fun. I would attempt it but I already have a large bunch of mods that I'm editing and while they work I'm nervous about creating bugs/crashes.
Title: Re: [0.96a] LowTech Armada
Post by: Jimminy Crimbles on March 04, 2024, 10:55:44 PM
i haven't experienced any crashes with LTA in .97, should be safe
Title: Re: [0.96a] LowTech Armada
Post by: Massacre on April 10, 2024, 02:20:36 PM
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.
Title: Re: [0.96a] LowTech Armada
Post by: Shogouki on April 10, 2024, 02:40:01 PM
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.

Unfortunately I'm not sure just how active YuiTheModder is anymore.  I too would love an update though.