With the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.
This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.
They are not so hard than Remnant but they can loot many blueprint.
Important informations about the mod:And others...
(https://i.imgur.com/W5rnu6M.gif) (https://i.imgur.com/WBD5RDx.gif)
(https://i.imgur.com/2TCsVIx.gif) (https://i.imgur.com/Z0LvMs1.gif)
(https://i.imgur.com/BIKiAI3.gif)
Except the 2 mothership, everything is technically finish. You can maybe found atleast 5 starsystem on the entire universe.
-Fix version checker
-Fix the no_sell of ships.
-Fix weapons sells.
-Fix name of fighter.
-Fix Nexerelin friendly faction.
-Fix prefix SYS to SAD.
-Increase Thoth-class thruster stats.
-Decrease Neith-class thruster stats.
-add every descriptions.
-Fix a too sharp paintjob on the capital.
-Clean up mod.
-fix crash shipsystem of carrier
-fix shield radius of frigate.
-Increase the range where the bomber deploy the strike ASM.
-Do not break save, but many fix will not appears on your current save.
-Modify the color of warning beacon for be more visible.
-Mothership spawn now with two capitals for the defense.
-Imhotep: Nerf of OP 170 to 140.
-Ptah: Nerf topspeed 95 to 75.
-Fix every variants with flux problems.
-Fix a big problem of endless battle.
-Modify weapon graphic.
-Modify the wavepulse, less damage, more recoil, exactly equivalent to wavepulse.
-Fix a nullexception for the disrupt system.
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-Add the Apis, Elite destroyer for than people can loot the large weapon of SAD faction.
-Modify the wadjet who follow the same system than Apis.
-Shipsystem of Ptah and Maat is more visible when they enable that.
-Upgrade the wadjet for the job of destroy ships. Their weapons hit energy and with a bit of EMP. They lost their flak guns
-Reduce the cooldown of the siege mode system.
-Remade graphics of every weapons.
-Remade the Anuket
These are pretty cool.
Ooh a new mod! Gonna have to make another campaign.
-Change shipsystem of Hapy
-Fix rules.csv
-Fix Survey data drops.
-Add the ship of Maelstrom. (This is not my ship, but made per Maelstrom and the creator of the Unsung, FlashFrozen.)
-Reduce OP of Medium polarizer to 14 from 16. He is pretty bad compared to a heavy burst PD.
-Add a mysterious weapon.
So, last time I tried fighting these guys, Shadowyards went aggro with me and I lost reputation across the board for attacking a non-aggressive faction, but from what I can tell they're supposed to be like Remnants, right? Not only that, they populated a lot of systems that I'm guessing would have been Remnant otherwise. Very odd.
A bit of feedback now that I've experienced everything at least a bit.First: Thank for this reply!
1. Fighters spawned via the Imhotep's ship system don't dock properly when returning to base. They get close, start shrinking, then collide and blow up.Spoiler(https://i.imgur.com/ystZc1S.png)[close]
2. The Break CAS Beam's sound effect is pretty grating on the ears, considering it's firing almost constantly.
3. In my experience, the SAD's large weapons are very, very hard to get, almost ridiculously so. I had over 250 Light CEPC (S)s, but the only large weapons I've gotten were two Break beams, one of which came from the mothership fight.
I really like the Shadowyards ships and this fan mod made me very happy. I would like to see more ships, principally the large cruisers besides capital ships with firepots like the disc-shaped ship of the Thule Legacy. My only highlight is because where I went I did not find the biggest ship of the mode, only the small ones, could have battle quest for them too. kkkkkk very lukewarm to new discoveries in your mod. Congratulations.About the capital-size ship, you can found them on a Station, or if you try Gladiator mod(But this is not a correct solution).
-Fix the phase ship(Babi) mounthttps://bitbucket.org/Snrasha/sad/downloads/sad_081b.zip
-Fix the shipsystem of Babi.
I've been playing around with this mod for a bit, and really like the ship designs and some of the weapons. However, I did notice a few things that made fighting these guys a bit repetitive -- in my current save, they seem to be present in about 20-30% of unexplored systems, usually with a ton of big fleets around as well. The drops don't seem all that worthwhile either, though I am wondering if that's due to a bug somewhere -- I'm not getting any survey drops from the motherships. Weapon drops may also be a bit too common, as a typical exploration run (10-15 systems) usually gives me several stacks of each.
With a bit of balancing, I think this could be a really fun mod. Keep up the good work!
For the problem of presence.Look like a bug, yeah, they have just ten system dedicaced (so often 1% of system and with a beacon) :)
For the Weapon drops, they are like the vanilla weapons, but i think, this is just because you drop only SAD weapons, and not every machine guns or others weapons drop on others fleet like delerict, pirate or remnant.
Came across another small issue: The CEPC(S) is quite loud, especially when playing from lots of sources. I had a ton of ships with Wadjet fighters, and the CEPC sounds generally overpowered most other non-explosion sounds. Minor, but figured I'd mention it anyways.
-The Atan can be found on normal fleet.
-Add color on Tech manufactory
-Wadjet flux dissipation 60 from 80
-Fix the respawn of stations (50 days to 240days) (and they respawn only on system tier 3, not anymore tier 2 or fantom starsystem)
-Stations can drop survey data and blueprint
-Nerf the impact of the Break CAS Beam to 200 from 300
-Nerf the impact of the Atan CAS Beam to 1200 from 1450
-Add a second mothership, who will spawn on tier 3 system, where the old spawn on the tier 2.
I'll be honest. The maxtier mothership is Far too tanky. Especially compared to how durable the average Anarchist vessel is (IE: Not particularly durable but fairly shooty)
Assuming the majority of a player's fleet is highend, well armed ships with minimal, if any D-mods, and is primarily composed of cruisers, capitals and carriers. The T2 mothership is quite capable of soloing a max sized fleet. Raising the fleetcap via config and adding additional ships does not change this metric notably until you get into the excessive ranges of 20-30+ capships with an escort of similarly numbered cruisers.
Compared to a remnant station, which can handle maybe 4-5 or so highend capships or 8 highend cruisers before it starts having trouble.
Additionally, keep in mind that this thing can retreat, and due to its obscene hull and armor stats, there is no way in hell you're gonna be able to take it down before it does that. (That and it errors out the game when it retreats due to being considered a station and can't be placed on the overmap.)
Strongly consider reducing that thing's durability.
To give a comparison example. Here's snippets from the files:
remnant_armour2,Remnant Station Armour,,,1,5000,800
This is the hull/armor for a piece of a remnant nexus station. This piece is explicitly armor and exists for the sole purpose of being armor. It has 5k hull, 800 armor. Tanky but not absurdly so.
,SAD_module_armour_L,Station Armour,,,1,17500,4000
And here is a snippet from one of the mothership's explicit armor module. A whopping 17.5k hull and 4k armor.
Keep in mind that armor has reductions to incoming damage. Especially if there's an officer (which there always will be due to it being a station).
That is simply an absurd amount of health. And it has almost triple the modules of a Remnant Nexus Station. Which means its effective healthpool is tripled on top of being in most cases, having nearly three times as large a healthpool for each individual part compared to the RNS.
I'll spoiler a full comparison for perusal.Spoiler,remnant_station1,Remnant Station,,,50,50000,1600,1000,2500,100,0,,30,200,200,3,3,6000,NONE,,0,0,0,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"STATION, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,2200
,remnant_station2,Remnant Station,,,50,50000,1600,1000,2500,100,0,,30,200,200,3,3,6000,NONE,,0,0,0,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"STATION, UNBOARDABLE, HIDE_IN_CODEX",remnant,,0,,,2201
,remnant_armour1,Remnant Station Armour,,,1,10000,2000,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2210
,remnant_armour2,Remnant Station Armour,,,1,5000,800,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2211
,remnant_armour3,Remnant Station Armour,,,1,5000,800,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,4,2212
,remnant_weapon_platform1,Remnant Weapon Platform,,forgevats_station,1,10000,1500,15000,25000,1000,1000,,0,0,0,10,10,800,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2220
,remnant_weapon_platform2,Remnant Weapon Platform,,,1,6000,1000,10000,18750,750,1000,,0,0,0,10,10,600,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2221
,remnant_weapon_platform3,Remnant Weapon Platform,,,1,6000,1250,6000,7500,300,1000,,0,0,0,10,10,400,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2223
,remnant_shield1,Remnant Station Citadel,,,1,6000,1250,7000,10000,400,1000,,0,0,0,10,10,500,FRONT,,50,0.4,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2230
,remnant_shield2,Remnant Station Citadel,,,1,5000,500,20000,25000,1000,1000,,0,0,0,10,10,600,FRONT,,90,0.4,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2231
,remnant_hangar1,Remnant Station Hangar,,recalldevice,1,5000,750,5000,7500,300,1000,3,0,0,0,10,10,600,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,2240[close]Spoiler,SAD_MotherShip,Sanguinary MotherShip,Sanguinary Tech,,150,60000,2000,40000,30000,1400,350,,10,1,1,1,1,4000,OMNI,,180,0.5,0.7,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"SHIP_WITH_MODULES, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,90020
,SAD_MotherShip_ArmorSide,Armor Side,,,1,10000,1000,5000,12500,500,110,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90021
,SAD_MotherShip_ArmorSide_Inv,Armor Side,,,1,10000,1000,5000,12500,500,110,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90022
,SAD_MotherShip_BackSlide,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90023
,SAD_MotherShip_BackSlide_Inv,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90024
,SAD_MotherShip_ContainerSide,Container Side,,,1,6000,1000,5000,12500,500,70,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90025
,SAD_MotherShip_ContainerSide_Inv,ContainerSide,,,1,6000,1000,5000,12500,500,70,,0,0,0,0,0,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90026
,SAD_MotherShip_FrontSide,Front Side,,,1,15000,1000,5000,12500,500,70,,0,0,0,0,0,1000,FRONT,,120,0.5,0.7,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90027
,SAD_MotherShip_2,Sanguinary MotherShip,Sanguinary Tech,,150,60000,2000,40000,30000,1400,350,,10,1,1,1,1,4000,OMNI,,180,0.5,0.7,,,0,0,0,0,1,0,0,500000,10,10,,,50,50,"SHIP_WITH_MODULES, UNBOARDABLE, HIDE_IN_CODEX",,,0,,,90020
,SAD_MotherShip_BackSlide_L,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90023
,SAD_MotherShip_BackSlide_R,Back Side,,SAD_reservewing,1,8000,1000,5000,12500,500,70,2,10,1,1,1,1,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,2,90024
,SAD_blocker,Station Structural Spur,,,1,5000,1500,0,2500,100,0,,0,0,0,10,10,300,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,2058
,SAD_module_armour_L,Station Armour,,,1,17500,4000,0,2500,100,0,0,0,0,0,3,6,1000,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,45415
,SAD_module_armour_R,Station Armour,,,1,17500,4000,0,2500,100,0,0,0,0,0,3,6,1000,NONE,,0,0,0,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,3,45415
,SAD_module_lance,Heavy Weapon Battery,,,1,10000,1500,12000,10000,400,0,,0,0,0,10,10,240,FRONT,,240,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,1,2,2,2070
,SAD_module_gunplatform_R,Station Battery,,,1,12000,1750,15000,25000,1000,134,,0,0,0,10,10,1000,FRONT,,50,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_module_gunplatform_L,Station Battery,,,1,12000,1750,15000,25000,1000,134,,0,0,0,10,10,1000,FRONT,,50,0.3,0.8,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_MotherShip_ArmorSide_L,Station Battery,,,1,6000,1000,15000,25000,1000,90,,0,0,0,10,10,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076
,SAD_MotherShip_ArmorSide_R,Station Battery,,,1,6000,1000,15000,25000,1000,90,,0,0,0,10,10,1000,NONE,,,,,,,0,0,0,0,1,0,,500000,,1,,,0,0,"UNBOARDABLE, HIDE_IN_CODEX",,,0.5,2,4,2076[close]
As you can presumably clearly see. These are frankly absurd stats. Not to mention the extreme flux stats making it simply implausible to overload the shields in any reasonable timeframe even with a massive, purely capship fleet. (15k-25k maxflux with 1k dissipation!) Strongly consider a hefty nerf. Even if this bugger dropped 1-3M credit value in surveys and cash tokens, it would not be worth the fleet replacements and repairs needed after the fight.
Ah, fair'nuff. I am not on the discord so I was unaware it was addressed already.When i have try, i have always believe than he will be weak with a big ship for tank, where many others ships harass him...
-Nerf Niddhoggr turn rate reduced to 6 from 10
acc/dec reduced to 20 from 22
-Balance mothership level 2 (Impossible to beat currently without cheat and specialized stuff):
Reduce core (The Omni shield) flux dissipation to 1000 from 1400 and flux capacity to 35 000 from 40 000
Reduce gun platform (front shield) flux dissipation to 800 from 1000 and flux capacity to 8000 from 12 000
Reduce armor of 200 for every weaponized modules and core.
Reduce armor of 600 for every no-weaponized modules.
-Reduce(not a nerf), the flux cost of the CEPC(S) (Always worst than take the PD version, currently), to 90 from 110.
-For compensed the boost for CPEC(S), reduce the damage from 100 to 90.
-Reduce time for chargeup the Break CAS Beam(S) to 0.25 from 0.75 (Chargeup cause issues with AI and continous beam.)
Yeah, this is just a hotfix about the problem where you cannot see the range of the Taweret when he use the shipsystem.Version 0.9e(Hotfix):
-Add Indicator for the Taweret shipsystem.
-Modify the color of the ping.
-Require MagicLib.
71273 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.util.IllegalFormatConversionException: o != java.lang.String
java.util.IllegalFormatConversionException: o != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.?o0000(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.void.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Crash at refit screen
Seshat frigate carrier
Reduced Hangar Hullmod
When hovering a mouse on a mod for description game crashesCode71273 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.util.IllegalFormatConversionException: o != java.lang.String
java.util.IllegalFormatConversionException: o != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.?o0000(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.void.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
-Fix a crash if you put your mouse on the Reduced hangar hullmod.
-Fix some shipsystem description when enabled.
-Nerf the Taweret (remove these 4 frontal medium missiles hardpoints). For remove the dangerosity of him, on the front. And keep just a support ship.
-Remove 20 OP from the Taweret.(Technically a up).
(https://i.imgur.com/m7yK3Tf.png)
Download here 0.9f (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors0_9f.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work
Descriptions:QuoteWith the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.
This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.
They are most hard than Remnant but they can loot many data survey about the sector.
Spoiler:Important informations about the mod:SpoilerAnd others...
(https://i.imgur.com/W5rnu6M.gif) (https://i.imgur.com/WBD5RDx.gif)
(https://i.imgur.com/2TCsVIx.gif) (https://i.imgur.com/Z0LvMs1.gif)
(https://i.imgur.com/BIKiAI3.gif)[close]QuoteThe fan mod is not finish, the mothership need clean-up.
But if people want try out for playback testing, they can freely.
This is a tiny faction, so you can lost 1 hour to found just a starsystem who contains maybe not their mothership.
(https://i.imgur.com/m7yK3Tf.png)
Download here 0.9f (https://bitbucket.org/Snrasha/sad/downloads/SanguinaryAnarchisticDefectors0_9f.zip)
Requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0),GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0),MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work
Descriptions:QuoteWith the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.
This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.
They are most hard than Remnant but they can loot many data survey about the sector.
Spoiler:Important informations about the mod:SpoilerAnd others...
(https://i.imgur.com/W5rnu6M.gif) (https://i.imgur.com/WBD5RDx.gif)
(https://i.imgur.com/2TCsVIx.gif) (https://i.imgur.com/Z0LvMs1.gif)
(https://i.imgur.com/BIKiAI3.gif)[close]QuoteThe fan mod is not finish, the mothership need clean-up.
But if people want try out for playback testing, they can freely.
This is a tiny faction, so you can lost 1 hour to found just a starsystem who contains maybe not their mothership.
What is the Change Log 0.9f ???
-Update 0.9.1a
-Remove the Niddhoggr of rare blueprint.
-Remove any problem who can happens if SRA update.
-Nerf the built-in hullmod Harmonic shield conduits per two.
-Fix range of the disrupt system.
-Fix ship price
Hey the mod looks really good but i have a questions.
Can i find blueprints for the ships and or recover them after battle? because i would really like to make my own faction with these ships. I like the idea of having ships that none of the other faction has access to.
Thanks
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.
If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.
If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.
No, he do not disable them, i spawn new star system for it.
Seems probably true than i have found less mid and high danger beacon system, i will need to recheck for it, but my code generate my SAD system after the vanilla and i check if the system got a Remnant but anyways, i never remove them...Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.
If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.
No, he do not disable them, i spawn new star system for it.
Any idea what mod might be causing this problem, if any? I would find it odd that neither any "Mid" nor "High" Remnant systems spawned at all.
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.
If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.
No, he do not disable them, i spawn new star system for it.
Any idea what mod might be causing this problem, if any? I would find it odd that neither any "Mid" nor "High" Remnant systems spawned at all.
devmode
Hi. Does this mod disable Remnant Mid and High Danger beacon systems? I can only find "Low" Danger systems in my game. I even resorted to teleporting around the map to double check.
If it does, it seems it disables what comes along with them, IE ruins with some of the best loot in the game.
No, he do not disable them, i spawn new star system for it.
Any idea what mod might be causing this problem, if any? I would find it odd that neither any "Mid" nor "High" Remnant systems spawned at all.
If you want to check if procgen if doing something screwy, make a copy of your save, then turn on dev mode in console commands withCodeNow, hit ctrl-z to turn off sensors, and jump into hyperspace, which reveals all the warning beacons on the hyperspace map. Then you can see if there really are no High or Mid danger Remnant systems, or if you just haven't found them yet. SAD uses a custom warning beacon, so you should be able to tell at a glance how many SAD systems there are vs. Remnants.devmode
Suggestion.
Make sure mothership sections break off from the ship once destroyed.
Just had an infurating battle against one where both front armour segments remained attached to the ship after being "destroyed", effectively rendering the 2 forward gun sections invincible.
Its a tough enough ship to crack (assuming no OP mod ships) without jank *** like that happening.
So, I have to amend my statement. I completely forgot to come back here, as I was originally waiting to avoid double-posting.
I checked the entire sector, with dev mode, revealing all beacons. Low and Mid existed, but all "High" beacons were SAD. I checked every one. They popped on the notification feed as "High", but when approached, were SAD systems. No Remnant systems spawned in my game.
I think you may be running into both a bit of bad luck and a minor bug in the theme generator code. (Note - I'm assuming you're using something like vanilla's RemnantThemeGenerator class to add the SAD systems, but I can't say for sure because I didn't see any source files packaged with your mod...)https://bitbucket.org/Snrasha/sad/src/master/src/data/
The bad luck comes from an unlucky sector seed that doesn't generate very many systems that can be used by the RemnantThemeGenerator. Looking at the vanilla code, it only tries to add Remnant beacons to systems with either 4+ planets or 1+ habitable planets - and only if those systems have a real primary star (no nebulas, black holes, or neutron stars allowed). Unfortunately, if someone is using mods that add their own theme generators then it's actually possible to "use" up all of the good systems before the Remnants get generated. To avoid this problem you could try reducing the total number of generated SAD systems (I think Soren made a similar change to DME's Blade Breakers a while back). It won't guarantee the Remnants will find enough systems, but it will make it much more likely...
The minor bug I mentioned is only an issue if your code is based on the vanilla RemnantThemeGenerator class. A while back, I reported an issue about it ignoring the CONSTELLATION_SKIP_PROB value (http://fractalsoftworks.com/forum/index.php?topic=14882.msg241589#msg241589 (http://fractalsoftworks.com/forum/index.php?topic=14882.msg241589#msg241589)), so if your code is based on the vanilla version of that class then you might be doing something similar. If that's true, then you may want to try removing the questionable "skipProb = 0f;" line to cause your theme generator to skip the occasional system and allow the Remnants the chance to claim it instead.
-Rename the wadjet weapon CPEC to Light Ionized CPEC
-Reduce damage of the wadjet weapon to 20 from 25
-Remove blueprint drop for every ships except capitals and cruiser (and the station).
-The blueprint drop has be divised per two.
-You can drop now only rare blueprint, not package.
I like this mod, it's very Shadowyard style
Hey just wanted to thank you for making a great mod, looking forward to future updates ;)
Discovered an interesting interaction between the SAD Motherships/Stations and the Gravitic Anchor hullmod from prv Starworks mod.
The Station is treated like a strike craft and dragged towards the ship with the hullmod. While kind of amusing, having the incredibly powerful station dragged into the middle of your fleet, all guns blazing, gives messy and poor results. Also splats the poor Eagle I had the hullmod on.
Heh, anything can happens with mods.
-Fix a memory leak
-Move bitbucket to github for version checker issue.
Any chance of adding an SAD start similar to Blade Breaker Deserters.
It would be fun to play as SADD (Defectors of the Defectors XD)
The Niddhoggr Lance built into the mothership seems to suffer from the same bug that used to be present in the base shadowyards mod. Only the first shot it fires can deal hull/armor damage, for the rest of the combat the lance is only capable of damaging shields, any hull hits are harmless.
-update ships description with Black Lynx ships descriptions.
Doing an update to a faction that populates via a theme generator is a little more work than the regular sort (not bad; an evening with your choice of diff tool and all the relevant scripts will get it working), so be patient.
Its more like "take your time but pls dont".
Your art is unique
Ships that are entirly different from vanila
Hi, I was wondering if you were working on updating the SAD update for 95a?
-Update for 0.95
-Rename faction Sanguinary anarchist Defectors to Sanguinary Autonomist Defectors.
-Rename every prefix sanguinary_autonomist_defectors_ from SAD_
-Remove armor percing plugin for the niddhoggr weapon.
-Modify the medium polarizer.
-Big buff for Babi phase frigate.
-Rename niddhoggr to Osiris like this is a duplicate of the weapon
-Remove Balistic Atan from the pool.
-Modify descriptions.
-Modify Anuket fighter for be more efficient.
-Fix a crash
I really love this mod, but I'm pretty sure the mothership is basically unkillable again. I've been throwing everything at it, savescumming to try different strategies, but I actually can't even do a single tick of damage to it. I watched it shred through an entire onslaught in about 4 seconds, I don't even know where to go from that point.agreed, it need to have a pause on its weapon volley. Perhaps reducing its max flux.
I really love this mod, but I'm pretty sure the mothership is basically unkillable again. I've been throwing everything at it, savescumming to try different strategies, but I actually can't even do a single tick of damage to it. I watched it shred through an entire onslaught in about 4 seconds, I don't even know where to go from that point.
-With Nexerelin, SAD will do remnant-like raid.
-Add the Sakura for Vayra and Gladiator Society
-Fix the endless battle faction on the Gladiator Society
-Increase topseed, maneuverability of Osiris, increase range, maintenance supplies and maximum burn.
-Add blueprint drop for cruiser destroyed.
-EMP damage added on every weapons CPEC. Reduce damage of the amount of emp damage added.
-Medium CEPC(S) range down to 700 from 800. OP down to 10 from 14. Firerate increased but damage reduced. EMP damage added.
-Medium Polarizer(S) range reduced to 500 from 650, OP cost reduced to 8 from 14 and flux cost increased to 30 from 20
-Light CEPC(S) flux cost increased to 10 from 4
-CEPC(S) flux cost reduced to 60 from 90 and range reduced to 600 from 675.
-Rarity of drop are cancelled.
-Nerf of the two motherships where the
main shield:
efficiency has now 2 and 1.5 from 0.7
secondary shield now 1 from 0.8
flux dissipation of the weak one now 1000 from 1400. (the weak one is wrongly more dangerous than the second.)
Version 1.2:
Version 1.2:
Is this safe to update during a playthrough?
On a different note, there sure is a lot of these guys. They seem to spawn in more systems that the Remnant (or maybe all their spawns are just closer to the core) and they produce fleets like crazy.
I encountered them very early in a system close-by with a medium beacon. Obviously I had to retreat but the system contains two valuable worlds so I came back later. I fought my way through their fleets for ages, killed at least a dozen of their capitals and went from level 8 to 14 just getting to their mothership. Of course said mothership turned out to be basically invincible so that system is useless to me now.
If that's a medium beacon I don't even want to know what I would have to face in a high danger system.
When can we expect the last two motherships to shop up?I loved these modular ships and it would be great to bring massive reallocation of property in the Persian Sector on them.
When can we expect the last two motherships to shop up?
When can we expect the last two motherships to shop up?I loved these modular ships and it would be great to bring massive reallocation of property in the Persian Sector on them.
It seems to me that they are very close in concept to Lainstate's modular juggernauts - and are well into 180-200 points.
Oh. Ok (Wuh ? What ?
Thanks, the mothership feels like a much more balanced threat now. The only was I was able to kill it previously was by abusing some really broken EMP Artillery weapon from the hiigaran faction mod that disabled all its weapons through its shield, now I can take it on without cheesing it and it feels more in line with the tier 3 battlestations. Also the shield effect is very aesthetic.Yeah, but the "poor" version seems to be more dangerous than the "proper" version and i will need to rebalance that. They can be always a big threat anyways.
Adjusted Sector does not spawn any SAD systems, is there anything to be done to fix this?Something Adjusted Sector need to be updated when the author will have time. The problem is not mine.
Adjusted Sector does not spawn any SAD systems, is there anything to be done to fix this?Something Adjusted Sector need to be updated when the author will have time. The problem is not mine.
Edit: The problem is mine because i modified some id, but only Adjusted Sector can fix it.
The mod is great, i epsecially like the hubships functioning as research stations you have to fight against for blueprints.Thank for the feedback, but have you tried to put full burst weapon on it ?
Only thing i have gripes against is the HVB from this - a literall HORDE of wadjets is not something the initiall description prepares you to fight against, and the Sakura cruiser recieved as a reward seems underwhelming - yeah, it is supremely tanky, but lacks the weapon mounts / systems to actually do something fancy with that tankyness. At least in my experience.
Hi, nice mod but I just wanted to inform you that both types of SAD beacons don't seem to show any description when I inspect them. I've taken a quick look into the mod's files, and it seems to be because the beacons description in rule.csv are associated to the wrong tag (warning_beacon). Changing those tags to the ones I could find in ping.json seemed to work, but only for one of the two beacons (sanguinary_autonomist_defectors_warning_beacon2 works perfectly, but not the 3).
Not a big issue, but I just wanted to point that out.
Hi, first off cool mod and ship aesthetic. Unfortunately I've ran into an issue with my current save where ALL the remnant systems were replaced with SAD ones on sector generation. I assume there's not meant to be 20 odd SAD motherships? There are no remnants in the sector at all save for the odd few that spawn via Ruthless sector.Hi, completely missed that, sorry. Send me a message if i do not answer.
I hadn't noticed at first and got a few hours in and have now since had to abandon the save. I'm not sure if it a mod conflict, there are no error messages. Here's my mod list for that game if it would help.Spoiler{"enabledMods": [
"yunrutechmining",
"$$$_lightshow",
"$$$_trailermoments",
"pantera_ANewLevel25",
"raccoonarms",
"AttunedDriveField",
"lw_autosave",
"BSC",
"blackrock_driveyards",
"HMI_brighton",
"bruh_moment_console_commands",
"CaptainsLog",
"CAS",
"chatter",
"lw_radar",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics",
"Diktat Enhancement",
"DisassembleReassemble",
"edshipyard",
"HHE",
"fleetsizebydp",
"fluffships",
"sun_flux_reticle",
"sun_fuel_siphoning",
"GrandColonies",
"HMI",
"gunnyhegexpeditionary",
"hte",
"hostileIntercept",
"sun_hyperdrive",
"immersionFriendlyPortraitPack",
"IndEvo",
"Interstellar Federation Refurbished -unbalanced-",
"kadur_remnant",
"LTA",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"logisticsNotifications",
"luddenhance",
"mag_protect",
"MagicLib",
"missingships",
"more_hullmods",
"nexerelin",
"officerExtension",
"console_overlord_additionalcommands",
"planet_search",
"TAR",
"pt_qolpack",
"roider",
"rotcesrats",
"sun_ruthless_sector",
"sanguinary_autonomist_defectors",
"SCY",
"SEEKER",
"PT_ShipDirectionMarker",
"speedUp",
"sun_starship_legends",
"stelnet",
"Sylphon_RnD",
"tahlan",
"Terraforming & Station Construction",
"star_federation",
"transpoffder",
"underworld",
"US",
"URW",
"vic",
"vayrasector",
"vayrashippack",
"WEAPONARCS",
"toggleWeapons",
"whichmod",
"audio_plus",
"shaderLib"
]}[close]
From my memory of how DME's themegen script worked (before I deliberately made it run after Remnant spawns), even with the two scripts running at the same time and competing for systems, you almost never got zero Remnants - if you want to check, make a save copy, then do this:
1: turn on devmode (in settings.json or via Console Commands - enter 'devmode'),
2: turn off sensors (ctrl-z on the campaign layer), and
3: enter hyperspace.
Now you can look at the full, revealed campaign map, and you should have intel notifications for all the warning beacons on the map, sorted by faction. If there really are no Remnants on the map, you'll know.
Is there going to be an update to this mod, it's one of the coolest looking mods?