Fractal Softworks Forum

Starsector => Mods => Topic started by: Nia Tahl on July 15, 2018, 07:43:13 AM

Title: [0.9.1a] Sylphon RnD 0.9.10 - The inevitable Valestri nerf
Post by: Nia Tahl on July 15, 2018, 07:43:13 AM
(https://i.imgur.com/DEZURaj.png)

Sylphon RnD
Brought to you by Nia and Nicke (https://imgur.com/NBOdW6g), a high tech fleet of purple ships arrives in the Persean Sector.

Downloads:
Bitbucket Bitbucket uploads are currently busted for me, sorry
Patreon (no paywall) (https://www.patreon.com/posts/38832838)

Version 0.9.10


Requires:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)


Recommended Mods:
Version Checker (http://bit.ly/1wSPmKE)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0)


(https://i.imgur.com/D9dRh3s.gif)


History

Founded in a long-gone era, the Sylphon Institute for AI research was a small but leading institution in its field of research, making vast strides in the improvement and application of artificial intelligence. Decades of interaction with advanced alpha- and beta-level intelligences soon led to a unique culture within the growing institute as an ever increasing portion of members began accepting AIs as equal lifeforms and partners in their scientific endeavors. To avoid regulation, the institute built a new base of operations at the edge of the Persean Sector, reforming into the Sylphon Research and Development corporation.

It was only 10 years later that the catastrophic events of the collapse shattered the human Domain and cast the sector into an age of strife. Having only just finished construction of the most essential geofronts deep below the surface of the frozen world of Castrum and still lacking the ability to be self-sufficient, Sylphon entered into a contract with the aspiring Tri-Tachyon corporation, giving them the necessary stability to finish construction of the remaining necessary facilities in exchange for their expertise in AI technology. While this course of action raised many moral concerns within the board of directors, at this point composed of humans and AI equally, it was ultimately deemed necessary for the survival of Sylphon.

Staying under the radar in the following decades, Sylphon achieved self-sufficiency while avoiding political involvement in the chaotic post-collapse years. Having established themselves as a reliable think-tank and technical service provider, the young corporation entered into a multitude of contracts with most of the newly-established sector powers, assisting with anything from logistical planning to major military fleet refits.

Unknown to most, however, was a fortunate discovery by a Sylphon exploratory vessel at the edge of the event horizon of a black hole beyond explored space. An anomaly seemingly never encountered before by mankind, this black rift in space, sprakling with eerie purple lights, opened Nullspace to Sylphon. Bringing with it countless new technological applications, this discovery catapulted the small corporation into a technological renaissance.


(https://i.imgur.com/lDeXGCx.gif)


Nullspace and Nulltech

A new pocket-dimension discovered by Sylphon, this dark void seems to be filled with an endless nothingness and not by accident. Governed by a powerful counterforce, Nullspace seeks to eject anything that enters it, be it solid mass or even any form of energy. This counterforce exponentially grows as long as an entity remains within nullspace trying to enter nullspace unprepared would rip even the sturdiest warships apart.

Using a special conduit technology, Sylphon vessels are capable of channeling this counterforce into a temporarily controllable stream of chaotic energies, enabling them to skim or even fully enter nullspace for extended periods of time.

Space within nullspace appears to be uniquely distorted, accelerating all motion within it without affecting the flow of time like p-space.


(https://i.imgur.com/x1KknyF.gif)


Features
- High Tech ships that like to fight up close and personal -
- Unique nulltech-based mobility systems, designed to reposition and flank rather than hit and run -
- A series of armored high tech ships capable of parrying incoming fire to recharge their shields -
- New energy and missile weapons with unique quirks -
- Two new systems on the edge of the sector with more to come -
- The pink planetbuster laser you've always wanted -
- Glorious purple spaceships -



(https://i.imgur.com/MGcVIys.gif)


Gameplay hints
- While a high tech faction, Sylphon ships are for the majority designed to stay in the fight
- The Dread Eagle is a powerful flanker, but its teleport has a long cooldown and can get it in sticky situations
- Sylphon missiles are designed to fill unique roles and aren't a replacement for vanilla missiles
- Nanolaminate Armor ships can use their ship system to "parry" strong incoming fire
- Weapon flux per second displayed in outfitting does not take into account the flux discount from the integrated nullspace conduit hullmod
- With a number of fully automated ships and drone fighters, Sylphon fleet aren't very crew-intensive, but this comes at cost of supply efficiency


SHIPS
Spoiler

Frigates:

(https://imgur.com/Jr64JjB.png)   (https://imgur.com/EmOp4UB.png)   (https://imgur.com/JsiFNDs.png)

Furika - Celika - Catora


Destroyers:

(https://imgur.com/JerwBCY.png)   (https://imgur.com/gm3g39S.png)   (https://imgur.com/hoA02Mq.png)   (https://imgur.com/hNqO83g.png)   (https://imgur.com/mQqI5TE.png)

Ascordia - Etrika - Silverhead - Tarima - Tilia


Cruisers:

(https://imgur.com/qQm9PZC.png)   (https://imgur.com/Kk4bPqs.png)   (https://imgur.com/hBepN1w.png)   (https://imgur.com/VirmQvQ.png)   (https://imgur.com/nYrVjh8.png)   (https://imgur.com/ueOiPWN.png)

Dread Eagle - Valestri - Rakia - Eolia - Synastry - Sylvetra


Capitals:

(https://imgur.com/OKZeAA5.png)   (https://imgur.com/vO6mDH8.png)   (https://imgur.com/Te2pmog.png)   (https://imgur.com/21KQGl8.png)   (https://imgur.com/HziAB7P.png)

Seresvalla - Frelia - Equilibrium - Finis Astra - Replekia


Logistics:

(https://imgur.com/GwZBmfy.png)   (https://imgur.com/Nbbzgn9.png)

Mariana - Buffalo (SRD)


The Outcast
Spoiler
(https://imgur.com/nxUg6gu.png)   (https://imgur.com/TfS9xNB.png)   (https://imgur.com/aGK0mwr.png)
[close]

[close]


Things this mod does NOT include:
- SWP Arcade boss ships
- Singularity Torpedos


Credits and thanks:
Nicke - For joining the team and elevating this project to what it is now with his scripting skills
MesoTronik - For doing many of our sounds and bitching about issues when it was needed
Soren - For assistance and design advice along the way
Tartiflette - For teaching me how to make half-decent sprites, even if he didn't mean to, heh
Originem - For inspirations and letting me learn how to mod with Borken (go check it out if you haven't)
The entire Starsector Discord - For advice, help and testing

Recent Changelogs:
Spoiler

0.9.10
Changes
- Valestri
   - Reduced flux capacity to 14000
   - Increased shield upkeep ratio to 0.4
   - Increased DP to 28
   - Reduced armor to 1100
   - Adjusted mount arcs
   - Changed two missile hardpoints to synergy


0.9.9
Changes:
- Dread Eagle
   - Generally overhauled
   - Ambush spec removed
   - Flux stats buffed
   - Mobility slightly buffed
   - System changed to Slip Drive
   - DP reduced to 26
- Furika
   - System changed to HEF
   - Dissipation increased by 50
- Equilibrium
   - No longer zaps friendlies
- Nanolaminate armor hullmod
   - No longer zaps friendlies
- Tarima
   - Veritas damage increased from 400 to 500
- Silverhead
   - System changed to slip drive
- Vril
   - DP reduced from 12 to 10
   - Base value lowered to 30000


0.9.8b
Changes:
- Armor Polarization
   - Duration increased to 3s
   - Cooldown reduced to 0.5s
   - Now can hold 2 charges
   - Regenerates 1 charge every 10s
- Adjusted base costs of capitals down slightly

0.9.8a
Hotfix:
- Fixed Sylphon missing their capitals


0.9.8
Additions:
- Commissioned Crew Support
- Innocentis Swarmpulse

Changes:
- Updated Nex integration
- Demiurge built-in on 'Balance Unto All' HVB reworked
- Zealot Rail-repeater
   - Improved sprite
   - Changed firing pattern
- Dignity Pulse Repeater
   - Improved sprite
   - Lowered time to reach full secondary RoF
- Mariana variant blueprints now come in a single package
- Seresvalla
   - System changed to "Conduit Overdrive"


0.9.7
Changes:
- Various adjustments to DP- and credit-values
- Radiant Dawn
   - gained increased impact, slowing down targets hit
   - added 100 EMP dps
- Clemency
   - slightly increased rate of fire
- Added Predictive targeting hullmod to Etrika, Valestri and Replekia
   - increases energy weapon range by a flat 100su


0.9.6
Changes:
- Eccentric ships are now HVBs
- Removed Outcast
- Cleaned up stuff


0.9.5g
Changes:
- Reduced Raphiel range from 2500 to 1500
- Reduced Raphiel speed from 600 to 500
- Increased time between Raphiel salves to 5s and 10s for small and medium variants respectively

Bugfixes:
- Fixed various BPs being obtainable from raiding. For real this time


0.9.5f
Changes:
- Properly updated Flux Exchanger system description


0.9.5e
Balancing:
- Reworked overall behaviour of nullspace skip
   - Increased duration
   - Increased cooldown
   - Boosted agility while active
- Added a new Targeting AI Subroutines hullmod to Replekia and Valestri, that boosts energy weapon range by a flat 200su
   - This addition is meant to offset the recent nerfs to Sylphon large energy weapon ranges.
   - Since both Replekia and Valestri are somewhat sluggish, they needed something to offset their lack of mobility.
- Reduced Equilibrium DP from 60 to 55
   - While she brings firepower similar to a Paragon, the Equilibrium is also a much more fragile ship and extremely vulnerable to flanking, so I decided to lower the DP slightly.
- Doubled Rakia's flux generation from cloaking
- Buffed Tarima's built-in weapons a bit
   - Base damage increased from 400 to 500
   - Kinetic/HE split is now 3:1   
- Updated Sylvetra
   - Increased Dekris range from 600 to 700
   - Increased Dekris metal gain from beam damage
   - Added an additional small energy mount for range-finding purposes
   - Increased OP from 100 to 110

Bugfixing:
- Fixed certain blueprints being obtainable from raiding Sylphon markets
- Made Fighter weapons visible in codex


0.9.5d
Changes:
- Reworked the Finis Astra and Götterdämmerung
   - System now only halves turnrate to allow aiming while anchored
   - Weapon damage type changed to kinetic, beam damage reduced slightly
   - Now spawn shield-piercing EMP-arcs on final blast
   - Reduced bonus damage based on target hp to 25%
   - Halved chargeup duration of the weapon
   - Brought bombardment and ground support levels of the ship up to II Titan standards
   - Added doubled CR degradation after ppt runs out
   - Each shot of the Götterdämmerung now reduces remaining ppt by 30 seconds
   - Increased Finis Astra ppt to 540 to compensate

Balancing:
- Benison
   - Lowered damage from 300 to 120
   - Lowered refire delay to 0.5s
   

0.9.5c
Balancing:
- Increased Furika top speed from 110 to 130
- Increased Celika top speed from 110 to 120
- Lowered Dread Eagle shield efficiency from 0.8 to 1.0

- Major tweaking of FP values for all ships. Too many to list here, but generally FP values went up, which should result in Sylphon fleets being less oversized.
   - Celika DP 8 -> 7
   - Etrika DP 18 -> 12
   - Tilia DP 14 -> 12
   - Synastry DP 30 -> 28
   - Eolia DP 25 -> 22
   - Equilibrium DP 50 -> 60
   - Frelia DP 50 -> 45
   

0.9.5b
Balancing:
- Lowered energy weapon flux discount from nullspace conduits to 10% and 5% for projectile and beam weapons respectively
- Ships:
   - Equilibrium base shield efficiency lowered from 0.7 to 0.8
   - Equilibrium dissipation lowered from 1200 to 1000
   - Replekia shield efficiency lowered from 0.9 to 1.0
   - Frelia shield efficiency lowered from 0.7 to 0.9
   - Silverhead shield efficiency lowered from 0.7 to 0.8
   - Furika top speed lowered from 140 to 110
   - Celika top speed lowered from 140 to 110
   - Ascordia top speed lowered from 110 to 100
   - Dread Eagle flux capacity lowered from 18000 to 16000
   - Valestri dissipation lowered from 650 to 600
   - Sylvetra shield efficiency lowered from 0.8 to 1.0
   - Synastry dissipation lowered from 700 to 600
   - Frelia dissipation lowered from 900 to 700
- Weapons:
   - Lowered Adloquium per-shot damage and increased rate of fire to reduce burst potential
   - Increased Embrace flux/shot from 45 to 50
   - Increased Radiant Dawn range from 850 to 1000
   - Lowered Purgatory range from 800 to 750
   - Lowered Adloquium range from 800 to 700
   - Increased Benison flux/shot from 300 to 330
   - Increased Zealot flux/shot from 20 to 24
   - Increased Zealot emp/shot from 10 to 20
   - Reduced Raphiel EMP damage from 200 to 100
   
Bugfixes:
- Fixed Sylphon not registering for the bounty system


0.9.5a
Changes:
- Added civilian grade hull to both Mariana variants
- Rewrote description for Seresvalla's system for better clarity

Balancing:
- Nerfed Rakia's flux stats across the board
- Lowered Rakia ppt from 360s to 300s


0.9.5
Changes:
- Added Core Blueprint Package to Nex starts
- Reworked nullspace skip system slightly and readded it to Ascordia and Silverhead
- Iridescent will no longer spawn in Remnant fleets cause it sucks. Might rework it one day, but not now
- Added various 0.9.1a functionality

Balancing:
- Increased Indulgence damage from 10 to 20, increased refire rate to 1.8s. Now more bursty and slightly improved dps
- Increased ammo count of all Exalt missile launchers and lowered OP costs
- Reduced Equilibrium base shield efficiency from 0.6 to 0.7
- Adjusted ship prices in accordance with 0.9.1a values

Bugfixes:
- Fixed various Sylphon shipsystem graphics rendering incorrectly, which was introduced some 6 months back
- Fixed Flux Exchanger using outdated code to check for nullspace conduits, which caused issues with Outcast ships


0.9.4c
Changes:
- Reworked Raphiel to fire in larger bursts with lower per-missile damage. Less effective against armour now, but gained a bit more firepower against shields.

Balancing:
- Lowered Adloquium's per-shot damage and lowered refire delay to make the burst damage less abusive
- Lowered Catharsis armor and shield values
- Lowered Disavowal range by 50su and fixed flux values
- Lowered Celika's dissipation from 300 to 250 and shield efficiency from 0.7 to 0.9
- Removed Exalt ammo regeneration and upped base ammo to compensate (subject to further change depending on how they perform)
- Halved RoF for Celemency pulse
- Changed the Catharsis' missile battery to fragmentation damage

Bugfixes:
- Fixed an issue with the Metafalica's guns that caused them to fire off-target
- Fixed an issue with the Metafalica's burst rounds that caused them to sometimes reorient


0.9.4a/b
Changes:
- Trails on Sylphon weapons are now considerably less CPU/GPU intesive at excessive time slowdown/speedup, at the cost of small amounts of visual pop-in at those moments for very fast projectiles
- Added Ambush Spec hullmod to Dread Eagle, boosting active vent rate by 50%
- Increased Dread Eagle flux capacaity from 16000 to 18000 and reduced dissipation from 500 to 400
- Changed Paja to be magazine-based

Bugfixing:
- Fixed some errors regarding the Frelia's convertable hangars
- The Drone Carrier hullmod now properly sounds an error when mounting incompatible LPCs
- Fixed Sylvetra crash error
- Fixed chain-lightning style weapons such as the Clemency Ping triggering multiple times if the ship moved fast enough


0.9.4
Changes:
- New engine colour for most ships
- Changed Silverhead to skimmer system due to various issues with nullspace skip

Balancing:
- Adjusted a few more ship prices
- Lowered Rakia flux capacity from 18000 to 14000
- Improved Harrow's tracking ability


0.9.3d
Additions:
- Added Vesperon support

Changes:
- Changed the Sylphon paintjob some

Balancing:
- Readjusted DP values for multiple ships

Bugfixes:
- Fixed broken MagicLib check on game load


0.9.3c
Changes:
- Changed Valestri mount types around a bit. Medium hardpoints are now missile mounts while small hardpoints are now energy

Balancing:
- Increased Valestri's dissipation from 600 to 650
- Some more minor adjustments to ship prices

0.9.3b
Bugfixes:
- Fixed the Exalt fix

0.9.3a
Bugfixes:
- Fixed crash that happens when installing Shield Bypass on a ship with a Nullpoint Shield
- Improved AI handling of Exalts

0.9.3
Changes:
- The Metafalica's Type-3 shells are now splitter-shells
- Updated the hullmod description for the Variable Ammo Loader
- The Sylvetra's nanobots have had their metal-to-ammo gain rebalanced; they are now slightly better at refilling high-ammo weapons and slightly worse at refilling low-OP weapons (most notable on Reaper-like torpedoes)
- Added a small sound effect to the Sylvetra's nanobots when refilling a missile

Bugfixes:
- Fixed the Frelia having incorrect shield color
- The Ravana now properly uses two Embrace S instead of two Embraces
- The Embrace S can no longer be gained from blueprints, and does not show up in refit

Balancing:
- Adjusted the base prices of most weapons and some ships to be more within vanilla ranges
- Reduced Valestri shield efficiency from 0.9 to 1.0


0.9.2a
Additions:
- Added a new Hydroponics industry exclusive to Sylpheed Station, which replaces its old Farming industry
- Nex support

Changes:
- Catharsis is now a drone fighter
- Sylphon markets now generally have AI cores on their industries; bigger markets have more cores

Balancing:
- The Nanobot Beam now deals its extra damage in smaller amounts at a time (same overall DPS)
- Nerfed Catharsis across the board
- Furika dissipation lowered from 300 to 250
- Replekia OP reduced from 310 to 260
- Catora OP reduced from 55 to 50
- Silverhead
   - dissipation reduced from 450 to 400
   - top speed reduced to 70
   - acceleration reduced to 60
- Etrika top speed reduced to 60
- Dread Eagle top speed reduced to 60
- Eolia dissipation reduced to 400
- Tilia dissipation reduced to 200
- Tarima dissipation reduced to 350
- Replekia dissipation reduced to 800
- Ravana
   - hitpoints reduced to 400
   - weapons changed to miniature Embrace with lower damage and without EMP cycler feature
- Valestri dissipation reduced to 600
- Lowered Stricture S damage by 20%


Bugfixes:
- The Apocastasis' secondary effect now works as intended (broke during some unknown patch, maybe even at release)
- Actually implemented the balance change for the Dread Eagle properly
- Hopefully fixed a crash related to hullmods that remove shields and the Prototype Nullpoint Shield
- Fixed some issues with sylph core detection for eccentric cores


0.9.2
Additions:
- Added the Networked Targeting Linkup hullmod, which is exclusive to Sylph Core ships
- Added the Sylvetra nanotech cruiser
- More not yet available additions (unless you console them in)
- Added GraphicsLib support (GraphicsLib still won't be required, though. Things will just look nicer if you have it now)
- Added a number of of special ships you may for now encounter randomly in Sylphon fleets on rare occasions

Removals:
- Removed Okarra
- Removed Hymnon
- Removed Hubris

Changes:
- Reworked the Sylph Core installation code so that it now uses skins instead of wierd behind-the-scenes magic
- Sylph Core variants now have unique sprites
- Updates to some sprites
- Upgraded Replekia with fancy vernier thrusters
- Reworked Valestri to fit the Okarra's now vacant role as anvil
- Changed the sounds of the Götterdämmerung (credits to MesoTroniK)

Balancing:
- Increased Equilibrium supply costs to 55/55
- Lowered Dread Eagle's dissipation from 750 to 500 and increased flux capacity from 10000 to 16000 (This is an experimental change to more firmly establish the Dread Eagle as a hit-and-run skirmisher. The Scourge Eagle remains unchanged as it's meant to be a different kind of ship)

Known Issues:
- Apocatastasis special effect doesn't apply properly, granting basically no damage bonus whatsoever (Laserboi is on the case)


0.9.1
Additions:
- Added the Synastry and its built-in weapon, the Apocatastasis [say *that* fast 5 times]
- Added some secret things that aren't yet obtainable

Changes:
- The Frelia no longer has super-heavy mount points; instead, it has two large energy slots (which can still be turned to fighter bays if left empty)
- Moved multiple weapon blueprints into the rare category
- Added new sprites for Sylpheed Station and Ozma Station
- Random behind the scenes adjustments for stuff
- Minor system spawning adjustments
- Added "Stable Locations" to the two Sylphon systems
- Adjusted blueprint rarities for most ships
- Removed Sylphon experimental BP package
- Updated autofit tags for most weapons

Bugfixes:
- Ozma Station is no longer a freeport *twice* (don't ask how that works): only works on new saves, unfortunately, but it's not serious enough to make a new save over anyhow
- Ozma Station now properly has a Low-tech battlestation (also only on new games, but honestly don't bother with it if you're in the middle of a save)


0.9rc2
Bugfixes:
- Fixed Vril-related problems
- Fixed certain built-ins showing up as modular weapons


0.9rc1
Additions:
- Added 0.9 integration
- Added a unique industry to Sylpheed Station allowing it to tech-mine Preatorium remotely (and some lore-gibble preventing Preatorium from being colonized/looted)
- Added the Vetra-class kinetic bomber

Changes:
- Now uses and requires MagicLib; all old code which is included in MagicLib has been refactored and many old scripts have been removed
[close]



Want to support me financially for whatever reason? I now have a Patreon set up if you'd like to give some monthly tip money. None of my mods will ever be locked behind any sorts of paywalls, of course. This is purely if you'd like to help me out.

(https://c5.patreon.com/external/logo/become_a_patron_button.png) (https://www.patreon.com/niatahl)

Alternatively, the good old PayPal donate button remains available.

(https://www.paypal.com/en_US/i/btn/btn_donate_LG.gif) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=T629PNFFQFHVA)
Donate button seems to always default to German even if I set the whole thing to English. You can change language in the bottom right corner where it says "Deutsch". Sorry for the inconvenience, but it's out of my hands


(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Sylphon RnD Mod by Nia Tahl and Nicke535 (http://fractalsoftworks.com/forum/index.php?topic=13524.0) is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Any derivative work must also comply with Starsector's EULA
Title: Re: [0.8.1a] Sylphon RnD 0.6e
Post by: Nick XR on July 15, 2018, 11:29:19 AM
This looks amazing! 

Trying it now.
Title: Re: [0.8.1a] Sylphon RnD 0.6f
Post by: Nia Tahl on July 15, 2018, 01:49:50 PM
Small patch to fix some issues.

Download here

Changelog:
Spoiler
0.6f
Additions:
-Added Comms Relays to Nym and Rofocale systems
-Added custom hullmod for automated ships to avoid conflicts with SWP

Balance:
-Lowered Rakia armour and dissipation, buffed flux capacity
-Exalt ammo regen speed halved
[close]
Title: Re: [0.8.1a] Sylphon RnD 0.6f
Post by: Grievous69 on July 15, 2018, 02:41:07 PM
Man, I don't usually play with mods much because to me they just don't have the same feel like the vanilla, ships and weapons wise (idk i'm weird). But this, holy *** is everything about this phenomenal. The ships are gorgeous, weapons feel great to use, everything is so vibrant and well made it seems like Alex made this as an expansion of sort. Hats off to you magnificent people for this mastapiece.
Title: Re: [0.8.1a] Sylphon RnD 0.6f
Post by: Originem on July 15, 2018, 06:56:46 PM
Great job ;D ;D ;D
Title: Re: [0.8.1a] Sylphon RnD 0.6f
Post by: stormbringer951 on July 16, 2018, 01:47:21 AM
It's out! (And now I no longer need to regularly search Discord for the latest dev builds)

Congrats on the release, Nia and Nicke, it's been really cool watching you guys build Sylphon step by step.
Title: Re: [0.8.1a] Sylphon RnD 0.6f-1
Post by: Nia Tahl on July 16, 2018, 02:16:25 AM
Hotfix time

Download here


Fixes a crash that could occur when overloading with certain ships under certain circumstances. Also added custom station sprites while we were at it.

Changelog:
Spoiler
0.6f-1
Additions:
-Added custom sprites for Ozma and Sylpheed Station

Bugfixes:
-Fixed a crash related to the integrated nullspace conduit hullmod
[close]
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: Nia Tahl on July 16, 2018, 02:28:07 AM
Double hotfix. No changes, just fixed files

Download here

My apologies
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: Algro on July 16, 2018, 03:32:35 AM
I really like Seresvalla's look, the ring makes the silhouette stand out a lot. Sleak and sexy  8).
I'm guessing its a beamship? My favorite.

A must try next run. GJ.
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: Versil on July 16, 2018, 04:57:53 AM
Hi Nia Tahl. I have an error message when starting "new game".

629695 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [SRD_Celika_support] not found!
java.lang.RuntimeException: Ship hull variant [SRD_Celika_support] not found!
   at com.fs.starfarer.loading.O00O.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.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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)
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: Nia Tahl on July 16, 2018, 05:09:06 AM
There was an error in the settings for the large combat start. My apologies. You can either select a different starting fleet for now or drop the attached fixed file in Sylphon/data/config/exerelinFactionConfig

Fix here (https://bitbucket.org/niatahl/sylphon/downloads/sylphon.json)

Will update the mod with the fix soonish.
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: Versil on July 16, 2018, 05:16:52 AM
Thanks!
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: sanya02 on July 17, 2018, 09:12:33 PM
After 20 minutes of play, the game hangs on saving with your mod.
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: Takion Kasukedo on July 18, 2018, 06:06:00 AM
After 20 minutes of play, the game hangs on saving with your mod.

(please ignore the allocation part if you've already gone through the steps of modifying your Starsector, without need of replacing the jre folder) - 3 comments down

Are you playing on the "Iron" mode, which doesn't have the Save Copy feature?

That could be the cause, or something else entirely.

Save Copy, sadly, is the only mitigating feature that stops save hangs, unless the mod is directly affecting even Save Copy itself.

With a 6GB allocation (dependent on how much RAM is available at all times), this will allow saves to go through (no guarantees).
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: stormbringer951 on July 18, 2018, 06:53:08 AM
After 20 minutes of play, the game hangs on saving with your mod.

The most common cause of the game hanging while trying to save is a recurring save bug in the current version of the game which usually happens when memory usage is high. There are several things you can do:

1. Increasing the amount of RAM you allocate to the game. Have you followed these instructions (http://fractalsoftworks.com/forum/index.php?topic=8726.0) to increase your memory allocation?

2. Upgrade Xstream:

Code
TheWikiFish: XStream
Third party library used by Starsector when saving.  Upgrading XStream reportedly resolves a lot of saving related issues but importantly doesn't seem to have a downside, so while we can't always pinpoint the exact issue easily it is usually worth doing this

- Go to x-stream.github.io for the latest version.  Direct link; http://repo1.maven.org/maven2/com/thoughtworks/xstream/xstream/1.4.10-java7/xstream-1.4.10-java7.jar
- save that inside folder \Starsector\starsector-core\
- open text file \Starsector\vmparams with a text editor
- replace "xstream-1.4.2.jar" with "xstream-1.4.10-java7.jar"
- save vmparams file (not as a .txt file)
- enjoy!

3. You can monitor the amount of memory being used with the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) mod, and quit and restart when console commands shows you its memory usage warning.

4. It is strongly advised to use the Save Copy instead of Save command, especially when memory usage is high, because it skips the step of the save function where the game crashes.

5. If you have an old PC, it may be advisable to play Nexerelin random sector (which has a smaller memory footprint than using the pre-built sector) or prune some faction mods from your modlist.

If you join (https://discord.gg/TBhcFNh) the Discord, people on there are pretty active and quite happy to help with general troubleshooting issues in real time, and a lot of modders hang around on there.
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: sanya02 on July 18, 2018, 06:54:52 AM
I have 30 mods! 8G memory. The save worked. No iron mod. Put your mod(mod 31), and ceased to save. Saving freezes in game 'F5'.
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: sanya02 on July 18, 2018, 07:07:57 AM
After 20 minutes of play, the game hangs on saving with your mod.

The most common cause of the game hanging while trying to save is a recurring save bug in the current version of the game which usually happens when memory usage is high. There are several things you can do:

1. Increasing the amount of RAM you allocate to the game. Have you followed these instructions (http://fractalsoftworks.com/forum/index.php?topic=8726.0) to increase your memory allocation?

2. Upgrade Xstream:

Code
TheWikiFish: XStream
Third party library used by Starsector when saving.  Upgrading XStream reportedly resolves a lot of saving related issues but importantly doesn't seem to have a downside, so while we can't always pinpoint the exact issue easily it is usually worth doing this

- Go to x-stream.github.io for the latest version.  Direct link; http://repo1.maven.org/maven2/com/thoughtworks/xstream/xstream/1.4.10-java7/xstream-1.4.10-java7.jar
- save that inside folder \Starsector\starsector-core\
- open text file \Starsector\vmparams with a text editor
- replace "xstream-1.4.2.jar" with "xstream-1.4.10-java7.jar"
- save vmparams file (not as a .txt file)
- enjoy!

3. You can monitor the amount of memory being used with the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) mod, and quit and restart when console commands shows you its memory usage warning.

4. It is strongly advised to use the Save Copy instead of Save command, especially when memory usage is high, because it skips the step of the save function where the game crashes.

5. If you have an old PC, it may be advisable to play Nexerelin random sector (which has a smaller memory footprint than using the pre-built sector) or prune some faction mods from your modlist.

If you join (https://discord.gg/TBhcFNh) the Discord, people on there are pretty active and quite happy to help with general troubleshooting issues in real time, and a lot of modders hang around on there.



Thanks for the help! I deal with point "2" XStream.
Title: Re: [0.8.1a] Sylphon RnD 0.6f-2
Post by: sanya02 on July 18, 2018, 07:35:12 AM
After 20 minutes of play, the game hangs on saving with your mod.

The most common cause of the game hanging while trying to save is a recurring save bug in the current version of the game which usually happens when memory usage is high. There are several things you can do:

1. Increasing the amount of RAM you allocate to the game. Have you followed these instructions (http://fractalsoftworks.com/forum/index.php?topic=8726.0) to increase your memory allocation?

2. Upgrade Xstream:

Code
TheWikiFish: XStream
Third party library used by Starsector when saving.  Upgrading XStream reportedly resolves a lot of saving related issues but importantly doesn't seem to have a downside, so while we can't always pinpoint the exact issue easily it is usually worth doing this

- Go to x-stream.github.io for the latest version.  Direct link; http://repo1.maven.org/maven2/com/thoughtworks/xstream/xstream/1.4.10-java7/xstream-1.4.10-java7.jar
- save that inside folder \Starsector\starsector-core\
- open text file \Starsector\vmparams with a text editor
- replace "xstream-1.4.2.jar" with "xstream-1.4.10-java7.jar"
- save vmparams file (not as a .txt file)
- enjoy!

3. You can monitor the amount of memory being used with the Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0) mod, and quit and restart when console commands shows you its memory usage warning.

4. It is strongly advised to use the Save Copy instead of Save command, especially when memory usage is high, because it skips the step of the save function where the game crashes.

5. If you have an old PC, it may be advisable to play Nexerelin random sector (which has a smaller memory footprint than using the pre-built sector) or prune some faction mods from your modlist.

If you join (https://discord.gg/TBhcFNh) the Discord, people on there are pretty active and quite happy to help with general troubleshooting issues in real time, and a lot of modders hang around on there.

Modified the file Xstream, CREATED))
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Nia Tahl on July 18, 2018, 03:23:39 PM
Update 0.7

(https://imgur.com/sj57VRo.png)


Featuring many fixes and changes, the new Frelia-class battlecarrier and a bunch of fighters to go with it.

Download here (http://fractalsoftworks.com/forum/index.php?topic=13524.0)


Changelog:

Spoiler
0.7
Additions:
-Added Frelia-class battlecarrier
-Added Sivva strike fighter
-Added Sadri torpedo bomber
-Added Maris disabler fighter
-Added Iphrail torpedo
-Added a new drone system to the Frelia (and another system for the drones themselves)
-Added new visual on-hit effects to the Purgatory

Changes:
-Changed faction ring color in campaign mode
-Minor improvements to Nullspace Anchor AI; should no longer deactivate for so such a short time that it cannot do anything with its deactivation
-Decreased Rakia turnrate while using Nullspace Dive, and increased its experienced time mult
-Adjusted both Ozma and Sylpheed station's placement/size slightly, and changed the sprite for Sylpheed Station
-Changed the background of the Nym system

Balancing:
-Lowered Rakia dissipation to 600
-Lucidas impact lowered to a much more reasonable 6 per beam
-Lowered Ravana OP cost to 16
-Lowered Myrigos OP cost to 12
-Drastically reduced the amount of EMP arcs generated by the Purgatory, and they now only spawn on non-shield hits
-Purgatory EMP damage increased to 200
-Purgatory flux per shot decreased to 230
-Divinity flux per shot decreased to 350

Bugfixes:
-Fixed large combat Nex start
-Fixed various variants that were over OP capacity
-Fixed a misspelling of Praetorium
[close]
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: sanya02 on July 18, 2018, 04:31:43 PM
I made invisible black lines in "graphics-fx-SRDstandart, SRDstabilizer. And how to remove all the black bars?
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Nia Tahl on July 18, 2018, 04:50:36 PM
I made invisible black lines in "graphics-fx-SRDstandart, SRDstabilizer. And how to remove all the black bars?

Could you try rewording that? I have no idea what you're trying to say.

I believe you want to get rid of the black fog emitted by Sylphon ships? The effect is fully integrated into the mod and linked to a lot of functionality. It's also a core part of the faction aesthetic, so if you don't like it, you'll have to figure out how to remove it yourself.
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: sanya02 on July 18, 2018, 05:25:05 PM
I made invisible black lines in "graphics-fx-SRDstandart, SRDstabilizer. And how to remove all the black bars?

Could you try rewording that? I have no idea what you're trying to say.

I believe you want to get rid of the black fog emitted by Sylphon ships? The effect is fully integrated into the mod and linked to a lot of functionality. It's also a core part of the faction aesthetic, so if you don't like it, you'll have to figure out how to remove it yourself.


Yes, black fog. I made it invisible.)
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Nia Tahl on July 18, 2018, 06:08:04 PM
I made invisible black lines in "graphics-fx-SRDstandart, SRDstabilizer. And how to remove all the black bars?

Could you try rewording that? I have no idea what you're trying to say.

I believe you want to get rid of the black fog emitted by Sylphon ships? The effect is fully integrated into the mod and linked to a lot of functionality. It's also a core part of the faction aesthetic, so if you don't like it, you'll have to figure out how to remove it yourself.


Yes, black fog. I made it invisible.)

k
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Kwbr on July 20, 2018, 12:47:15 AM
really cool mod, absolutely loving playing it right now.

i've noticed a couple things, the exalt missiles don't seem to cooperate with being set to autofire (only definitively tested with the exalt 3 but i'd assume its the same for the 6 and 12), and the vent graphics for the equilibrium battleship seem to be centered on the tail of the ship.
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Nia Tahl on July 20, 2018, 12:54:29 AM
the exalt missiles don't seem to cooperate with being set to autofire

Could you elaborate on what you mean?

The vent effect on the Equilibrium is pretty much intentional. Venting centers on the shield generator location which for the Equilibrium is moved far back to have the frontal shield follow the contour of the ship more closely.
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Kwbr on July 20, 2018, 01:49:51 AM
oh, they just don't seem to consistently fire when set to autofire, despite having a target within range and ammo.

it happens specifically when i toggle autofire mid battle to capitalize on a ship overloading or w/e, i haven't tested it with them set to autofire outside of battle.
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Nia Tahl on July 20, 2018, 04:45:34 AM
Since Exalts are laser-targeted and can't rangefind, they won't reliably autofire if not facing the target. If manually fired without a laser-lock on the target, they will default to LRM-mode which is slow and low damage, which isn't very good for capitalizing on overloaded targets. I would recommend using other missiles for mounts that you don't intend to have facing the enemy, like good old harpoons.

It should be noted that Sylphon ships aren't designed to have their missile mounts used with sylphon-specific missiles alone. There are already many missiles out there that all do similar things to harpoons so adding yet another notHarpoon felt somewhat pointless.
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: sanya02 on July 21, 2018, 12:48:49 PM
In the file ship_data there is no crew in some ships !!! Correct!
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Takion Kasukedo on July 21, 2018, 12:53:19 PM
In the file ship_data there is no crew in some ships !!! Correct!

That seems intended. Some of the ships are crewless ships, which rely on an AI Core to pilot them. Like Remnants, except Sylphon's are unique.
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: Nia Tahl on July 21, 2018, 01:42:47 PM
As he said. Some Sylphon ships are fully automated. You can recognize them by the "Sylph Core" hullmod.
Title: Re: [0.8.1a] Sylphon RnD 0.7
Post by: sanya02 on July 21, 2018, 03:35:43 PM
OK.
Title: Re: [0.8.1a] Sylphon RnD 0.7a
Post by: Nia Tahl on July 22, 2018, 09:28:01 AM
Sylphon RnD - patch 0.7a

(https://imgur.com/1SyQ2dw.png)   (https://imgur.com/b9xgQD4.png)   (https://imgur.com/uEXLIxU.png)

Bringing further expansions to the carrier roster and a unique new battlecruiser, aswell as more balance changes, fixes and more.


DOWNLOAD HERE (http://fractalsoftworks.com/forum/index.php?topic=13524.msg227874#msg227874)


Changelog:
Spoiler
0.7a
Additions:
-Vacuity PD laser added.
-Added Replekia-class battleship.
-Added Tilia-class drone carrier.
-Added Eolia-class drone carrier.
-Added Nalka kinetic drone fighter.
-Added Infel space superiority fighter, exclusive to Replekia.
-Added a sound when attempting to mount a non-compatible hullmod on a ship (only applies to Sylphon hullmods, of course).
-Added a new plugin for handling custom glows for projectiles.
-Added a new hullmod, which comes built-in on most Sylphon carriers.
-Added Excogitation burst blaster.
-Added Indulgence wave pulser. (early beta version)
-Added the Variable Ammo System to the Replikia, and the associated hullmod

Changes:
-Iphrail is now guided
-Adjusted various turret angles
-Null order variants removed from autofitting
-improved folder structure
-Changed the Divinity's projectile to use the new custom glow system
-The Equity and Divinity now uses the Custom Trail System (though the Divinity is very faint)
-Added civilian-grade hull to Buffalo (SRD)

Balancing:
-Disavowal beam dps increased from 330 to 350.
-Some minor adjustments here and there that I forgot to document. Whoopsiedoo~
-Harrow missile damage reduced from 300 to 250.
-Improved armor values on several ships so they aren't quite as papery.
-Improved speed of most of the slower ships without mobility systems to make them slightly less clunky to deploy and a bit less kiteable.
-Increased per shot damage and lowered rate of fire of Purgatory. Overall dps reduced slightly. EMP dps reduced.
-Equity EMP damage increased.

Bugfixes:
-Set aiming arc to 5 degress for multiple fighters.
-Fixed Sivva wing not properly being loaded in autofit menu.
-Fixed resolution of Nym system background.
-Adjusted some variables to make Skallic Drones slightly less... incompetent.
[close]


Title: Re: [0.8.1a] Sylphon RnD 0.7a
Post by: atreg on July 22, 2018, 06:08:50 PM
Getting a crash error when trying to make a new frigate start in Nex with the latest version.
Spoiler
147621 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/backgrounds/SRD_nym.jpg] resource, not found in [C:\Users\aaaa\Starsector\starsector-core\..\mods\DynaSector,C:\Users\aaaa\Starsector\starsector-core\..\mods\LazyLib,C:\Users\aaaa\Starsector\starsector-core\..\mods\Nexerelin,C:\Users\aaaa\Starsector\starsector-core\..\mods\Sylphon,C:\Users\aaaa\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/backgrounds/SRD_nym.jpg] resource, not found in [C:\Users\aaaa\Starsector\starsector-core\..\mods\DynaSector,C:\Users\aaaa\Starsector\starsector-core\..\mods\LazyLib,C:\Users\aaaa\Starsector\starsector-core\..\mods\Nexerelin,C:\Users\aaaa\Starsector\starsector-core\..\mods\Sylphon,C:\Users\aaaa\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.util.Object.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.update(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Mod list is as follows.
Spoiler
Dynasector
LazyLib
Nexerelin
Sylphon
GraphicsLib
[close]

Any help would be appreciated.
Title: Re: [0.8.1a] Sylphon RnD 0.7a
Post by: Nia Tahl on July 22, 2018, 07:10:04 PM
Sounds like you're on Linux. There's a case sensitivity error with the background files, it seems. Will be fixed in the next patch, but till then you can fix it yourself by going into the mod folder and finding the two files SRD_Nym.jpg and SRD_Rofocale.jpg under graphics/sylphon/backgrounds/ and renaming them to SRD_nym.jpg and SRD_rofocale.jpg. That should fix the error.

edit: all wrong, Nicke fixed it
Title: Re: [0.8.1a] Sylphon RnD 0.7a
Post by: atreg on July 22, 2018, 07:54:36 PM
Thanks for the response.
I'm actually on Windows 8.1. Sorry to say that renaming the files didn't work, however sticking SRD_Nym.jpg into Starsector\starsector-core\graphics\backgrounds seemed to fix the issue.
Title: Re: [0.8.1a] Sylphon RnD 0.7a
Post by: Nicke535 on July 23, 2018, 12:48:41 AM
Thanks for the response.
I'm actually on Windows 8.1. Sorry to say that renaming the files didn't work, however sticking SRD_Nym.jpg into Starsector\starsector-core\graphics\backgrounds seemed to fix the issue.
Sorry for the inconvenience, the issue has now been found (seems like it only impacts newly-started campaigns). The "proper" fix will be going up sometime today or tomorrow. Replacing SylphonRnD.jar (under Sylphon/jars) with the file I've linked below should fix the issue for now (as long as you move the SRD_Nym.jpg and SRD_Rofocale.jpg files back to their original location, first).

Download .jar (https://www.dropbox.com/s/nxhxg41daiib5ta/SylphonRnD.jar?dl=1)
Title: Re: [0.8.1a] Sylphon RnD 0.7a
Post by: atreg on July 23, 2018, 01:05:24 AM
Works like a charm, thanks.
Title: Re: [0.8.1a] Sylphon RnD 0.7a
Post by: Nia Tahl on July 23, 2018, 01:27:49 AM
And that's why you shouldn't try to do bugfixing at 5am~
Title: Re: [0.8.1a] Sylphon RnD 0.7b
Post by: Nia Tahl on July 25, 2018, 04:12:01 PM
Sylphon RnD - patch 0.7b

(https://imgur.com/DiYYNM8.png)

Bringing along the first look at a small subfaction with unique ship variants and weapons.

Download in the first post as always~ (http://fractalsoftworks.com/forum/index.php?topic=13524.0)



Changelog:

Spoiler
0.7b
Additions:
-Added Metafalica, Replekia's mean outcast sister
-Added Scourge Eagle, Outcast variant of Dread Eagle
-Added Nex carrier starts
-Added Paja Outcast PD
-Added Veda Outcast impact driver
-Added Arphage Outcast blast driver
-Added Outcast Engineering hullmod

Changes:
-Purgatory projectile speed increased from 900 to 1000
-New sound for Selene (technically a 0.7a change but I'm sloppy with changelogs)
-Replekia system changed to armor polarize, variable ammo now exclusive to Metafalica
-Replekia large mounts are now modular, built-ins moved to Metafalica
-Some sprite color adjustments here and there

Bugfixes:
-Fixed wrong file paths in system generation scripts
-Fixed bombers being ***

[close]

Title: Re: [0.8.1a] Sylphon RnD 0.7b
Post by: Midnight Kitsune on July 25, 2018, 06:03:06 PM
...woah!
Title: Re: [0.8.1a] Sylphon RnD 0.7c
Post by: Nia Tahl on July 26, 2018, 04:54:25 AM
Quick hotfix patch to 0.7c

Just fixing some script errors.

Download in first post, as always (http://fractalsoftworks.com/forum/index.php?topic=13524.0)

Edit: There was a typo in the nex start config that has been fixed now. If you're encountering issues with the Nex starts, just redownload the mod

Edit2: Hotfixed another bug. Download in the usual place

Edit3: and yet another hotfix. This release ended up a bit chaotic. Fixes Replekia having the wrong system.
Title: Re: [0.8.1a] Sylphon RnD 0.7c-2
Post by: Daquan_Baton on July 26, 2018, 09:05:14 PM
Downloaded this on sight  ;D. Anyways, I like this mod and all, but a hand full of the ships look uncharacteristically... regular... relative to how unique this mod is.

Also, did anyone notice the gif of the Finis Astra getting photo bombed by that asteroid?
Title: Re: [0.8.1a] Sylphon RnD 0.7c-2
Post by: Nia Tahl on July 27, 2018, 12:25:00 AM
The ship designs in Sylphon fall into a total of 6 generations, representing advances in Nulltech research and fleet design over the years of the corporation's military build-up.

Here's an overview:
Spoiler
(https://imgur.com/eATLeKb.jpg)
[close]


Generation 0 refers to pre-Nulltech designs.

Generation 1 are the first two ships converted to include the newly developed Nulltech. These are based on existing ship designs and modified with Nullspace Conduits.

Generation 2 is Sylphon's first foray into custom ship designs implementing Nulltech, meant to solidify the core fleet roster. The Equilibrium in particular was designed to server as the heart of the fleet.

Generation 3 is the second wave of original designs, bringing both a modern carrier and an advanced fleet support battlecruiser.

Generation 4 consists of the introduction of a full series of new heavy frontline brawlers with nanolaminate armor aswell as the continued modernisation of the Sylphon carrier roster

Generation 5 represents the current day in the SS timeline with a number of new and experimental ship designs.



Hopefully this clears up a bit why some ships look the way they do
Title: Re: [0.8.1a] Sylphon RnD 0.7c-2
Post by: Amie on July 27, 2018, 09:01:31 AM
Hello there !

I tested this yesterday and completely fell in love with it.Especially with Replekia,it feels like im flying around in kongou with those type 3 shells and such <3.

Anyway,i wanted to ask if you plan on adding many more ships,or variants of ships ?
I mean something like lets say SCY nation has,many different types of destroyers,frigates and such...
Title: Re: [0.8.1a] Sylphon RnD 0.7c-2
Post by: Nia Tahl on July 27, 2018, 10:18:46 AM
It's still being expanded upon. SCY has had plenty of time to get all those ships, though. The Outcast are only in their infancy and will grow over time. Whether it'll ever reach SCY levels, though, I can't really say at this time. Sylphon ships aren't really designed to come in different variants like SCY ships, but Outcast ships will mostly be variants of existing Sylphon ships for now, though.
Title: Re: [0.8.1a] Sylphon RnD 0.7c-2
Post by: Amie on July 27, 2018, 10:58:27 AM
It's still being expanded upon. SCY has had plenty of time to get all those ships, though. The Outcast are only in their infancy and will grow over time. Whether it'll ever reach SCY levels, though, I can't really say at this time. Sylphon ships aren't really designed to come in different variants like SCY ships, but Outcast ships will mostly be variants of existing Sylphon ships for now, though.

Alrighty,thats great ! Keep up !
Title: Re: [0.8.1a] Sylphon RnD 0.7c-2
Post by: Tartiflette on July 27, 2018, 12:04:30 PM
There are 17 military Sylphon ships vs 19 for Scy (plus two armored variants) so he's already there.
Title: Re: [0.8.1a] Sylphon RnD 0.7c-2
Post by: Nia Tahl on July 27, 2018, 02:13:14 PM
It's actually 19, 20 if you count the planetkiller, and that doesn't include Outcast and Tahlan ships. (could've sworn SCY had more ships than that. Huh)
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Nia Tahl on July 31, 2018, 06:13:18 AM
Sylphon RnD - patch 0.7d

A number of nerfs for the nanolaminate armor ships and some new Outcast weapons. Nothing big, but some necessary changes there.

Download in first post as always (http://fractalsoftworks.com/forum/index.php?topic=13524.0)

Enjoy~


Changelog:
Spoiler
0.7d
Additions:
-Added Ar Ciel Outcast heavy rail driver
-Added sim variants
-Added 3 variants of the Misja support drone, featuring High Explosive, Kinetic and PD versions.
-Added Qoga Outcast medium rail driver

Changes:
-Changed Slip Drive system to control like a phase skimmer

Balancing:
-Lowered Slip Drive recharge rate
-Added High Maintenance to Yukikaze
-Lowered Shiva impact
-Lowered Etrika armor rating to 750
-Increased Armor Polarization duration to 2s
-Increased Armor Polarization cooldown to 8s
-Replekia Armor lowered to 1400
-Lowered Replekia top speed to 50
-Lowered Metafalica top speed to 60
-Increased supply cost of Metafalica to 60/60

Bugfixes:
-Fixed Nanolaminate Armor related crash when using SWP's shield bypass (or anything else that removes the shield)
-Fixed an error related to the modular soother hullmod
[close]
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Tartiflette on July 31, 2018, 06:26:59 AM
The thing is Scy got a bunch of ships removed over the years, plus a major sprite rework. So you might remember a lot more ships than there are currently in the mod (also I'm not counting the 5 civilian ships)
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Amie on August 02, 2018, 04:14:04 AM
Ye i just realized that its on par with the SCY....my bad.

BTW are those ships that arent shown on the front page in the first mission of this mod something like ideas or placeholders for those ships that you are still working on ? Like that Omega aeterna,zodiark ?
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Nia Tahl on August 02, 2018, 09:34:05 AM
Pretty much. The Omega is more or less a joke ship while the Zodiark is an early prototype for a ship that won't really get finished before 0.9 since it'll need some of the upcoming changes in that patch to work
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: A Random Jolteon on August 02, 2018, 08:20:46 PM
Been having a lot of fun with this mod. The Dread Eagle's ship system was a little tricky to get used to, and I still forget that it takes flux to use, but good lord is it fun. I also love the trails give off.

So far the only problem I have is with the kinetic missile of this mod (I forget the name, sorry). It doesn't deal as much armor damage as a Harpoon, but it does deal a good chunk of armor damage considering its a kinetic missile. This becomes a bigger problem to be since it moves at a pretty fast pace, despite not turning very well. You probably won't be getting reliable damage with them against frigates though. All in all, pretty good, but I think they should have their speed nerfed a little, just to see if that makes them a little more balanced.
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: NightfallGemini on August 12, 2018, 06:07:49 AM
I love the Dread and Scourge Eagles. Lovely ships and their systems remind me of Blackrock scalaron jumps. It's a great day when an Eagle variant can catch a Tempest or Hyperion.
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Dreamyr on August 20, 2018, 04:19:45 PM
I will second that the two new Eagle class variants are a joy to play with. Though the description is slightly inaccurate in my experience. Most enemy captains will never see them because most Dread Eagle captains prefer combat plan "prepare your anus" to any other. ;D

One error I noticed while playing is that the Omega Aeterna(ORN) has a 420 degree shield which anything past 360 is kind of superfluous. It looks like it's due to having a base 360 degree shield and THEN built in extended shields on top of that.

Aside from that the only thing I would like to see is a Sylphon style troop transport. Perhaps something based on the Nebula or Starliner hulls? I find myself suffering a lack of crew capacity for hauling marines for invasions. Another thought that occurs to me given the lore given lack of manpower is Sylphon using combat drones/droids for invasions. They wouldn't require crew quarters, just cargo space. But I'm no modder so I don't know if that would even be possible.


Oh and "Raging Heart" Really? :D (Yes, I am in fact one of those people who goes through the ship codex hence my discovery of the whole 420 degree shield thing)
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Nia Tahl on August 20, 2018, 05:16:14 PM
Oh and "Raging Heart" Really? :D

Yes. Still an early prototype however.

No plans for a Sylphon personnel carrier. It wouldn't really make sense lore-wise for a reclusive faction like them. The next version will however include a method of gaining additional crew capacity, although in a different way.
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Dreamyr on August 20, 2018, 11:04:26 PM
Oh and "Raging Heart" Really? :D

Yes. Still an early prototype however.

No plans for a Sylphon personnel carrier. It wouldn't really make sense lore-wise for a reclusive faction like them. The next version will however include a method of gaining additional crew capacity, although in a different way.

Cool, I was just throwing ideas out there as it was a issue I noticed and didn't know whether or not you were aware of it.


Been playing pretty much all day today and finally got my hands on a Equilibrium, that's one hell of a brutal ship. Couple minor things I noticed with it. First is the active venting animation seems to to be a bit far back due to its shape. A lot of the vent gfx appear to be coming out of empty space instead of the hull. Wasn't sure if that was intended or not.

Second thing is a bit of a minor annoyance. When I use its special ability with the shield combo I have about a second to deploy the shield before it fries my own drones. So while you usually have about 3ish seconds to use the ability after a jump if you don't button mash and use it as soon as you return to real space you're going to fry your own drones. Again I'm not a modder but the obvious solution to me would be to have it like the dread eagle where you can "que up" the shield to activate as soon as the jump ends even if you activate it while in null-space. It's unpredictable when I have the issue, the drones will hang back behind me and sometimes they don't.

Aside from that the only thing I've noticed that's odd is that a lot of the missiles don't seem to show up at the market. I've never seen the Salamander type missile(though I did find one in a weapons cache) nor the medium missile pod(not the kinetic one but the other one that reloads, I'm horrible with remembering names) or the torpedo either. Again not sure if that was intended or not or if my luck is just that bad with the market.

Those are pretty minor issues though all told. Overall I've been enjoying the crap out of this mod.


Edit- actually I lied. I did find one Exalt-6 and just now found 2 more for sale at Castrum but that's from about... 14ish hours of play between today and yesterday?

Edit2- actually there is a fairly major bug I've encountered that I've forgotten to mention somehow. I have had a Dread Eagle get disabled a couple times. When it does it's been recoverable but when I do recover while it says no D-mods it's still listed as and has the appearance of a (D) class ship and I can't restore it either to fix it.
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Histidine on August 21, 2018, 01:18:27 AM
Edit2- actually there is a fairly major bug I've encountered that I've forgotten to mention somehow. I have had a Dread Eagle get disabled a couple times. When it does it's been recoverable but when I do recover while it says no D-mods it's still listed as and has the appearance of a (D) class ship and I can't restore it either to fix it.
Vanilla issue, fixed for 0.9 (http://fractalsoftworks.com/forum/index.php?topic=13293.0) :)
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Nia Tahl on August 21, 2018, 09:24:05 AM
The Equilibrium's venting being offset is just something that couldn't be avoided as the venting is always centered on the shield generator position which has to be far to the back to have the shield follow the ship's contour the way it does. Losing your drones when you use the shield deployment is also intentional. They replace rather quickly anyway.
 
I'll have to look into the issue with the salamander-like missile. Might be missing ship variants that use it.
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Dreamyr on August 21, 2018, 11:29:31 AM
Edit2- actually there is a fairly major bug I've encountered that I've forgotten to mention somehow. I have had a Dread Eagle get disabled a couple times. When it does it's been recoverable but when I do recover while it says no D-mods it's still listed as and has the appearance of a (D) class ship and I can't restore it either to fix it.
Vanilla issue, fixed for 0.9 (http://fractalsoftworks.com/forum/index.php?topic=13293.0) :)

Huh did not know that. Although the damage overlay does appear on the Dread Eagle and I've NEVER had this happen before at all outside of this instance so *shrugs*.



Yea, with the Equilibrium I figured it might be something that wasn't fixable but figured I'd mention in just in case.

Anyway, I'll keep playing hopefully I'll find some torpedoes soon. The equilibrium's slot setup is not idea for exalts. Diable are continuing to *** me off, they took Sylpheed and the defense fleet's maelstrom's just hug the defense station and I can't field the firepower to kill them as they just use the flicker core to jump back to it. I may have to use most of my money to spam some invasion fleets at it. But that's more a Nexerelin thing. Looking forward to whatever's planned next for the mod.
Title: Re: [0.8.1a] Sylphon RnD 0.7d
Post by: Kwbr on August 22, 2018, 06:44:21 PM
The metafalica is seriously cool and probably my new favorite capital ship definitely not because it seems heavily inspired by harlock

On another note, the replekia seems to behave like a dedicated carrier when controlled by the AI, at least a steady captain anyways. I've consistently had to give it direct orders otherwise it just sits back with the other carriers.
Title: Re: [0.8.1a] Sylphon RnD 0.8
Post by: Nia Tahl on October 11, 2018, 08:58:08 AM
Sylphon RnD - patch 0.8

(https://imgur.com/80OZA27.png)

It's finally here. The big 0.8 update bringing more changes than I can even remember, including new campaign features, a fully reworked Frelia and much more. Enjoy.

Warning: Breaks all the saves of course.


DOWNLOAD HERE (http://fractalsoftworks.com/forum/index.php?topic=13524.msg227874#msg227874)


Changelog:
Spoiler
0.8
Additions:
-Added Fulgent-class carrier for Remnant
-Added a campaign-layer feature allowing you to automate most Sylphon designs in exchange for AI cores and credits (available to core Sylphon markets)
-Added a new shipsystem to some Sylphon carriers: the Nullfield Catalyst
-Added the first rules.csv additions in the mod: custom dialogue for turning in AI cores
-Ad-c¤ ? €Mä=23 £*/ REDACTED-
-Added an additional gladiator society bounty following the null order line of bounties. If you're looking for the Metafalica, maybe give it a try.

Changes:
-The Tahlan Shipworks are now a separate mod altogether, and their ships are no longer available
-Completely reworked the Frelia battlecarrier; it now has a pair of super-heavy weapons which can be converted into hangar bays
-Updated some descriptions
-Changed pricing of various weapons to be more consistent
-All Nullspace Conduit hullmods now reduces the damage of harmful nullspace forces (such as overloading Nullspace Conduits)
-Removed the Heavy Autoforge from Ozma station; it was a carryover from previous versions
-Ozma station market size decreased by 1
-Castrum market size increased by 1
-The Embrace now auto-charges; you can't release the trigger to cancel a shot
-Adapted the Embrace script to function properly with the new sound effects from MesoTroniK
-Changed the mechanics of the Flux Exchanger; it now fires bolts of energy at a fixed damage, which are randomly spread across any available targets; more charged energy=more bolts of energy
-The Flux Exchanger AI now considers preventing non-fighter friendly fire twice as important as before, and is generally slightly less willing to activate the system
-Modular Nullspace Conduits are now incompatible with Safety Overrides
-Skallic Drones now has a maximum range of 6000 SU
-Slightly changed the Hymnon's old glowing capacitor sprite
-Changed Replekia large mounts to energy (Hybrids were a holdover from an earlier iteration that I forgot to change)
-Adjusted Replekia's base cost down to sensible levels
-Increased spawn rates for faction hullmods in markets and prototype hullmod ship variants in Sylphon fleets
-Removed all non-Sylphon ships from the mod, to be released as standalone later on.

Balancing:
-Myrigo upgrade
   --Increased Myrigo OP cost from 12 to 18
   --Increased number of harrow S launchers from 4 to 6
   --Added Vacuity PD
-Improved Finis Astra maneuverability
-Lowered Seresvalla dissipation by 100
-Radiant Dawn:
   --DPS increased from 300 to 350
   --Beams now fully converge
   --(further changes to be coming in the future)
-Prototype Nullpoint Shield hullmod:
   --Damage reduction reduced from 50% to 45%
   --Bolt range increased from 600 SU to 700 SU
-Clemency Pulse/Ping
   --Now only disables missiles if its EMP is higher than 1/3rd of the missiles current health (still considers EMP resistance, but previously anything without EMP resist would automatically be disabled)
-Condemnation range lowered to 800 SU

Bugfixes:
-Fixed case sensitivity bugs for Linux
-Fixed Bounties not spawning properly when Nexerelin is loaded
-Fixed the stability bonus from the Geofront on Castrum not having a description
-Fixed Outcast Nullspace Conduits not counting as nullspace conduits for the purpose of the Flux Exchanger
-The Disavowal's beams now properly converge in the center (used to converge on the left-hand side)
-Fixed some visual issues regarding engines and the Slip Drive, Nullspace Skip and Nullspace Joust
-Fixed some minor issues with commodity supply and demand on Castrum
-Fixed a bug causing many in-game icons to display improperly or not display at all
-The Metafalica's built-in Phira cannons no longer prioritize missiles
-The Götterdämmerung now correctly fires a single beam, instead of three overlayed ones (some damage values were tweaked due to this, but the end result should be similar)
-Modular Nullspace Conduits are no longer incompatible with themselves
-Automated Sylphon ships no longer have 0.8 crew capacity
-Fixed some incompatibility issues with Gladiator Society
-Fixed a display error when in combat against or with a Metafalica
-Fixed esoteric crashing issue due to a corrupt .variant file
-Minor code cleanup
[close]
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Nia Tahl on October 11, 2018, 02:18:48 PM
Small 0.8.1 patch, adding supership starts and new defence station for Sylphon. Download in the first post as always.
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Mealstrom on October 11, 2018, 05:06:27 PM
Caused by: java.lang.RuntimeException: Error loading [data/config/gsounty/SRD_Yokai.json] resource, not found in [C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\DynaSector,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Active-Gates,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Arsenal Expansion 1.4.10,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Athena Dreadnought,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Combat Alarm Sounds,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Combat Chatter,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Common Radar,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Console Commands,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Degenerate Portrait Pack,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\gs,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Ifed Legacy,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\LazyLib,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Leading Pip,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Metelson,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Neutrino corp,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\New Galactic Order 1.06b,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Nexerelin,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Omnifactory,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\ORA,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\TARGETS,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\sad,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Save Transfer,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\SCY,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\SEEKER_UC,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Shadowyards,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Simulator Overhaul,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Sylphon,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Templars,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Underworld,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\UnknownSkies,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\Audio Plus,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\GraphicsLib,C:\Users\Poste\Desktop\starsector vanilla\Starsector\starsector-core\..\mods\hell aids,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.util.Object.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.return(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadJSON(Unknown Source)
   at src.data.scripts.campaign.GS_Bounty.loadBounty(GS_Bounty.java:72)
   at src.data.scripts.campaign.GS_Bounty.<clinit>(GS_Bounty.java:49)
   ... 15 more

Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Snrasha on October 11, 2018, 09:06:00 PM
Your Gladiator version is not updated. The class "GS_Bounty" do not exist anymore.
(Also, the variant do not exist, so the game crash, but here, this is not the fault of Gladiator mod)
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Nia Tahl on October 12, 2018, 12:06:56 AM
Already fixed in 0.8.1
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: LB on October 12, 2018, 10:06:00 PM
Somebody's spent a lot of time playing around in Ar Ciel.
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Mealstrom on October 13, 2018, 11:58:11 AM
thanks snrash, will check it out the new update o7
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: pairedeciseaux on October 19, 2018, 02:42:02 PM
Hi,

I started playing Starsector 1 year ago, and I've added Sylphon RnD to my mod list when it was released 3 month ago - played a least one campaign back then. I've played a campaign with Sylphon 0.8 / 0.8.1, here is a short feedback:

- Great unique ship designs, art style and polish. Overall fits quite well with Starsector and other mods.

- Good selection of ships, they fit many different roles. They feel a bit like Tri Tachyon ships with more options.

- Interesting weapons. Most energy weapons have an unusual sustained fire capability due to their relative low flux, but are not the best at cracking armor. They are suprisingly good against shield, probably due to Sylphon weapon's native flux efficiency combined with Sylphon flux discount hull mod.

- As others have reported here, I too find the black smoke trails a bit disturbing. Especially as they seem to be displayed over the ship and over its shield, it feels a bit out of place to me. The "regular" engine smoke is displayed under the shield, isn't it ? The black smoke is a neat looking visual effect, but ships already have that special pink/red glow and of course a very distinct shield. Let me put this another way, from someone who is not an artist : IMO you don't need any of those additionnal visual effects (glow and smoke), Sylphon's ships and weapons are already great looking. Or ... maybe try to have the black smoke not cover the ship and its shield.  ;)

Balance - I'm not sure what your goal is balance-wise, so the following may or may not be relevant to you:

- Sylphon ships tend to be better than others. They are not crazy overpowered as those from Knights Templar and Foundation of Borken, I think they sit in the middle between those and the base game.

- Sylphon ships have higher than average firepower (and/or defense) combined with higher than average mobility.

- A rough estimate comparing my latest Starsector campaigns would be : playing Sylphon I can have 30% less ships in my fleet and on the battle field ... and it still feels easier. But at this point I should point out : sometimes I've used non Sylphon weapons.

- Catora frigate : 180 top speed, 200 base flux dissipation, 500 armor !

- Silverhead destroyer : 110 top speed, "phase cloak" ability, 450 base flux dissipation, good shield !

- Dread Eagle cruiser : 80 top speed, "phase cloak" ability, 750 base flux dissipation, good shield !

- Scourge Eagle cruiser : ... overall feels like an upgrade to the already good Dread Eagle (even if somes stats are slightly worse) !

- Dread/Scourge Eagles look a bit like a regular Eagle, but they behave much like an Aurora ... an Aurora that would have traded somes of its small mounts for a large mount, and accepts balistic weapons on its medium mounts. One could also compare them to a Blackrock Nevermore or a Dassault-Mikoyan Kormoran or even the purple Eagle-like mod cruiser bounty ship from Ship/Weapon Pack. IMO the Sylphon Eagles are better than these as general purpose ships and they also easilly support many different loadouts.

- Seresvalla capital : 80 top speed, 800 base flux dissipation, 2 large synergy mounts and 1 medium energy mount on the front, great shield, can be almost invincible in player's hand. The AI uses the ship system in dangerous situations where it should not - it makes the ship much weaker.

- Replekia capital : the change in 0.8 from large hybrid to large energy is good. But even without balistics, this ship is still a beast.

- Tilia destroyer-level carrier : 3 fighter bays ? Did not have this one in my fleet, but it seems to be better than any other destroyer-level carrier.

- Hubris cruiser-level carrier : 2 figher bays ? Designed as a hybrid missile boat / fighter carrier ? Kind of sits between a Gryphon and a Mora ... but also has flux to use its medium energy weapons and do some damage by himself. Maybe a bit too versatile ?

- Selene large missile launcher : fast "phase cloak" missiles with good tracking, 1500 high explosive damage, 1500 EMP damage, 5000 range, 9 ammo and ... auto-reloading - thankfully the "reloaded/minute" is low at 1.2, but I think this weapon is a bit too good nonetheless. Yet if it weren't, I'm not sure I would still use it.

Last thing: I've had several "crash to desktop", most certainly due to Sylphon 0.8 / 0.8.1. Never had a crash with previous versions. Please have a look at the relevant topic in the bugs section : http://fractalsoftworks.com/forum/index.php?topic=13700.0 (http://fractalsoftworks.com/forum/index.php?topic=13700.0)

Anyway, thank you for this awesome mod !  :)
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: lethargie on October 24, 2018, 10:29:43 AM
Love the Mod, its really really beautifull

Perhaps because I love it so much, I would like to point out some balance problems:

but first:
- A rough estimate comparing my latest Starsector campaigns would be : playing Sylphon I can have 30% less ships in my fleet and on the battle field ... and it still feels easier. But at this point I should point out : sometimes I've used non Sylphon weapons.
Ship power should always be normalised to their deployement points. Sylphon ship use more point: less ship but more powerfull. I tend to agree that a lot of ships are probably misclassified. The Ascordia for example got the weapons, the shield, the flux and the deployement point of a large cruiser/small capital yet is classified as a destroyer.

 for balance of the guns:
The adlockium does a preposterous amount of damage for the range and energy efficiency it has. Its almost as much dps as a plasma cannon if you count the double damage third shot but it consume 40% less flux. It has better range and use less space too. It penetrate armor a bit less, but the third shot got the almost same damage per impact.
Comparatively, the divinity gun is less flux efficient, has less range, does less per damage shot and take more space.

for Balance of the ships.
All carrier have a very low fighter/deployment point ratio which makes them very poor if you only want fighter. One the other side if you want to use them as a ship they tend to be very bad too. I honestly never used the sylphon carrier's after trying them, only the capital sized one is pretty good.

The Dread eagle is a bit too much. It takes barely more deployment point than an aurora (2 more) yet beats it in almost every way possible. More firepower, more armor, more mobility and more range.
The Seresvalla takes as much space as and onslaught yet can facetank and kill every other ship in vanilla and most mod I have seen. This is probably due to the preposterous shield efficiency it has which is a recurrent problem on all sylphon ship. The problem is also amplified by the power of the adlockium weapon.

Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Nia Tahl on October 24, 2018, 11:05:30 AM
So to go over various points of feedback:

The Adloquium doesn't do as much damage as you believe it does. The dps value shown is true and the first two shots deal 25% less damage while the last one deals 50% more damage. This means the 3 shots deal 750, 750 and 1500 damage respectively, each split across two projectiles. I'll update the description to be clearer on that.

As for the Ascordia, it's to be treated as a super-destroyer that guns above its class. The destroyer classification specifically limits the effect of certain hullmods to destroyer-level however. ITU being one example. All classifications were chosen for a reason.

The carriers are in a decent place currently, I'd say. I might lower the DP on the Eolia some, but the Tilia is only 2 DP above the drover and comes with a free built-in wing.

The Dread Eagle and Seresvalla both have nerfs to their shields coming, both going down to 0.8 efficiency with the next patch.
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: lethargie on October 25, 2018, 08:40:05 AM
Cool, nice reply.

To try to heap a bit more deserved praise, lest you think I do not like the mod.
The heavy weapon shooting 3 emp bullet is beautiful. I find it perfectly balanced and very good looking. It my favorite weapon from the mod.

As for the adlockium, it still does as much damage in a salvo as a plasma canon, yet compare favorably to the mjolnir cannon. More flux efficiently, more armor piercing capacities, less point to install. It looses 100 range and emp, but I think it still come up vastly superior. Compared to other energy weapon I don't think I've seen a better weapon in mods.
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Nia Tahl on October 25, 2018, 04:58:19 PM
Don't get me wrong, I'm not saying the adloquium won't receive any changes. It's scheduled for a number of nerfs across the board.

Here's the current list of upcoming balance changes, all subject to change:

Spoiler
Balancing:
-Buffed Finis Astra's mobility stats across the board to make the giant deathray a bit less tedious to move around. Still can't hit moving targets.
-Scourge Eagle supply costs upped to 36/36
-Celika Rel supply costs upped to 10/10
-Dread Eagle - made a bit squishier to be more in line with the aggressive high risk/reward design it's intended for
 --shield efficiency lowered from 0.7 to 0.8
 --Armor lowered from 600 to 500
 --Top speed lowered from 80 to 70
-Replekia dissipation lowered from 1000 to 900
-Nullpoint Barrier
 --system duration lowered from 3 to 2 seconds
 --cooldown increased from 5 to 8 seconds
-Seresvalla shield efficiency lowered from 0.6 to 0.8
-Eolia supply costs lowered to 26/26
-Catora top speed lowered from 180 to 120
-Celika top speed lowered from 160 to 140
-Silverhead top speed lowered from 110 to 100
-Adloquium
 --OP raised from 22 to 24
 --Time between salvos increased by 2s
 --energy per shot increased from 1100 to 1200
[close]
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: pairedeciseaux on October 26, 2018, 03:43:59 AM
Ship power should always be normalised to their deployement points. Sylphon ship use more point: less ship but more powerfull.

Oh absolutely! In my previous message I tried to convey a general feel I got while playing, but I didn't look really close at the actual numbers. I've done so now for the Catora frigate and Silverhead destroyer, and I still find those ships better than their peers, even when factoring DP. I'll post a comparison in another message.

Here's the current list of upcoming balance changes, all subject to change:

These are definitely nice balancing changes, IMO. Slowing down the Catora makes it closer to its "heavy frigate" description. ;) You may also want to look at its acceleration.

Looking forward to play the next Sylphon RnD version! Thanks for letting us know what's coming.  :)
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: pairedeciseaux on October 26, 2018, 04:46:27 AM
I've attached one picture to this post, comparing the Catora frigate to its peers. What do you think ?

Disclaimer: there may be some typos/mistakes.

My assessment:
Spoiler
Catora frigate:
  • in many ways close to a Tempest
  • best hull, best armor
  • impressive flux capacity
  • high mobility (despite lowish turning abilities)
  • high peak performance time
  • IMO, its only real drawback/limitation compared to others : weapon mounts, it really needs missiles and/or high burst small energy (antimatter blaster, light phase lance) in order to do effective damage
  • conclusion: one of the most resilient frigate in the sector
[close]


[attachment deleted by admin]
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: pairedeciseaux on October 26, 2018, 04:47:43 AM
And now the Silverhead destroyer and its peers. What do you think ?

My assessment:
Spoiler
Silverhead destroyer:
  • close to a Medusa, I see what you did here ;D
  • best in class mobility
  • low hull, as Medusa
  • high armor, close to Hammerhead
  • the best shield overall
  • high flux dissipation, close to Sunder
  • conclusion: as good a hunter killer as Medusa, but much more resilient
[close]


[attachment deleted by admin]
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: lethargie on October 26, 2018, 05:21:14 AM
The silverhead looks super nice though. That sprite is magnificent.

The upcoming patch change seems to address a lot of what puzzled me, so Ill refrain from additional balance comment till I have played with it.

On the side thought, the gladiator battles you added can feel a little unfair. Especially the fifth one. I play with like 400 max deployment point split between the two fleet and I got like 80 to my side for 320 to the other. I manage to wipe most of the fleet, but when the unique ship that can obliterate a paragon in seconds appear i'm pretty doomed. Probably should retreat and reengage with better ratio, but the length of the battle means I lack the courage to start it all again :/
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Nia Tahl on October 26, 2018, 05:43:08 AM
  • close to a Medusa, I see what you did here ;D

lets just say it's my answer to a certain "high tech hammerhead" meme. Lower top speed and its already worse shields than the medusa should have the Silverhead competing at fairly similar level.


As for the GS fleets, they are deliberately designed to get pretty brutal. Your DP split issues are your own fault though. I should also mention that you should mention changes to vanilla systems like that when giving balance feedback since Sylphon is designed for a vanilla-like environment.
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: lethargie on October 26, 2018, 10:24:35 AM
Fairly sure deployment fleet point is just a slider in the vanilla game, not a mod. I think when you install its 150 per evenly match side, or 300 total. Honestly the whole fleet is fine, its just the last ship that is really ludicrously brutal.
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Nia Tahl on October 27, 2018, 02:25:14 PM
The game shouldn't allow for as large a DP mismatch as described, though, without tinkering with configs as I recall.

The Omega Aeterna is specifically designed to be ridiculous btw. It can't be salvaged either.
Title: Re: [0.8.1a] Sylphon RnD 0.8.1
Post by: Nia Tahl on November 04, 2018, 09:18:35 AM
Sylphon RnD - update 0.8.2

Some critical bugfixes and lots of balancing changes.

Grab it here! (http://fractalsoftworks.com/forum/index.php?topic=13524.0)

patchnotes:
Spoiler
0.8.2
Changes:
-Updated description for Selene with info on functionality

Balancing:
-Buffed Finis Astra's mobility stats across the board to make the giant deathray a bit less tedious to move around. Still can't hit moving targets.
-Scourge Eagle supply costs upped to 36/36
-Celika Rel supply costs upped to 10/10
-Dread Eagle - made a bit squishier to be more in line with the aggressive high risk/reward design it's intended for
 --shield efficiency lowered from 0.7 to 0.8
 --Armor lowered from 600 to 500
 --Top speed lowered from 80 to 70
-Replekia dissipation lowered from 1000 to 900
-Nullpoint Barrier
 --system duration lowered from 3 to 2 seconds
 --cooldown increased from 5 to 8 seconds
-Seresvalla shield efficiency lowered from 0.6 to 0.8
-Eolia supply costs lowered to 26/26
-Catora top speed lowered from 180 to 110
-Celika top speed lowered from 160 to 140
-Silverhead top speed lowered from 110 to 90
-Adloquium
 --OP raised from 22 to 24
 --Time between salvos increased by 2s
 --energy per shot increased from 1100 to 1200
-Spectral defense drone weapon changed from Disavowal PD to Vacuity PD

Bugfixes:
- Fixed crashing error with the Seresvalla
- Fixed [REDACTED] triggering at times it shouldn't
[close]
Title: Re: [0.8.1a] Sylphon RnD 0.8.2
Post by: Nia Tahl on November 04, 2018, 10:11:28 AM
Hotfix 0.8.2a

Fixed a bug causing crashes with Sylph Core ships. Download in first post.
Title: Re: [0.8.1a] Sylphon RnD 0.8.2a
Post by: Bastion.Systems on November 05, 2018, 07:40:41 AM
Cool and good
Title: Re: [0.8.1a] Sylphon RnD 0.8.2a
Post by: Nia Tahl on November 10, 2018, 01:54:03 AM
Hotfix 0.8.2b
Nicke doesn't know how to java edition

Fixed Seresvalla crashes again cause Nicke doesn't know what ! means. Download in first post and all that.
Title: Re: [0.8.1a] Sylphon RnD 0.8.2b
Post by: pairedeciseaux on November 10, 2018, 04:15:26 AM
Thanks to the team for the quick fix.

Unfortunately, for me here is what happen with 0.8.2b:

Looking at the starsector.log, I think the relevant part is what happens in Thread-5 below:

Spoiler

12724 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Ship and Weapon Pack/data/weapons/zeroglow.wpn)]
12724 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/NOR_nullrain.wpn]
12724 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/NOR_nullrain.wpn)]
12725 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/NOR_nullray.wpn]
12725 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/NOR_nullray.wpn)]
12725 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_ablution.wpn]
12725 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_ablution.wpn)]
12725 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_adloquium.wpn]
12726 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_adloquium.wpn)]
12726 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_adloquium_fake.wpn]
12726 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_adloquium_fake.wpn)]
12726 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_arciel.wpn]
12726 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_arciel.wpn)]
12727 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_arphage.wpn]
12727 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_arphage.wpn)]
12727 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Ascordia_plateL.wpn]
12727 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Ascordia_plateL.wpn)]
12727 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Ascordia_plateR.wpn]
12727 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Ascordia_plateR.wpn)]
12728 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_axel.wpn]
12728 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_axel.wpn)]
12728 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_benediction.wpn]
12728 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_benediction.wpn)]
12728 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_benison.wpn]
12729 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_benison.wpn)]
12729 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_celika_p_glow_deco.wpn]
12729 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_celika_p_glow_deco.wpn)]
12729 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_celika_p_grid_deco.wpn]
12729 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_celika_p_grid_deco.wpn)]
12729 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_charity.wpn]
12730 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_charity.wpn)]
12730 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_clemency.wpn]
12730 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_clemency.wpn)]
12730 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_clemency_ftr.wpn]
12730 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_clemency_ftr.wpn)]
12731 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_dignity.wpn]
12731 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_dignity.wpn)]
12731 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_dignity_secondary.wpn]
12731 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_dignity_secondary.wpn)]
12731 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_divinity.wpn]
12731 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_divinity.wpn)]
12732 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_eagle_p_glow_deco.wpn]
12732 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_eagle_p_glow_deco.wpn)]
12732 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_eagle_p_grid_deco.wpn]
12732 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_eagle_p_grid_deco.wpn)]
12732 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_embrace.wpn]
12733 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_embrace.wpn)]
12733 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_embrace_EMP.wpn]
12733 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_embrace_EMP.wpn)]
12733 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Endzeit.wpn]
12733 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Endzeit.wpn)]
12733 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_enkindle.wpn]
12734 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_enkindle.wpn)]
12734 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_equity.wpn]
12734 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_equity.wpn)]
12734 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_evocation.wpn]
12734 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_evocation.wpn)]
12735 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_evocation_deco.wpn]
12735 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_evocation_deco.wpn)]
12735 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_12.wpn]
12735 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_12.wpn)]
12735 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_3.wpn]
12736 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_3.wpn)]
12736 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_6.wpn]
12736 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_6.wpn)]
12736 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_LONG.wpn]
12736 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_LONG.wpn)]
12737 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_MEDIUM.wpn]
12737 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_MEDIUM.wpn)]
12737 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_SHORT.wpn]
12737 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_exalt_SHORT.wpn)]
12737 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_excogitation.wpn]
12737 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_excogitation.wpn)]
12738 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_finis_astra_glow_1.wpn]
12738 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_finis_astra_glow_1.wpn)]
12738 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_finis_astra_glow_2.wpn]
12738 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_finis_astra_glow_2.wpn)]
12738 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Frelia_extrabayL.wpn]
12739 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Frelia_extrabayL.wpn)]
12739 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Frelia_extrabayR.wpn]
12739 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Frelia_extrabayR.wpn)]
12739 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_goetterdaemmerung.wpn]
12739 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_goetterdaemmerung.wpn)]
12740 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_goetterdaemmerung_modular.wpn]
12740 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_goetterdaemmerung_modular.wpn)]
12740 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harmonius.wpn]
12740 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harmonius.wpn)]
12740 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_alpha.wpn]
12741 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_alpha.wpn)]
12741 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_beta.wpn]
12741 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_beta.wpn)]
12741 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_s.wpn]
12741 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrow_s.wpn)]
12742 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrower.wpn]
12742 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_harrower.wpn)]
12742 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_indulgence.wpn]
12742 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_indulgence.wpn)]
12742 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_iphrail.wpn]
12743 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_iphrail.wpn)]
12743 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_largesse.wpn]
12743 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_largesse.wpn)]
12743 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_lucidas.wpn]
12744 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_lucidas.wpn)]
12744 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_lustration.wpn]
12744 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_lustration.wpn)]
12744 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_metafalica_glow_deco.wpn]
12744 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_metafalica_glow_deco.wpn)]
12745 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_metafalica_grid_deco.wpn]
12745 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_metafalica_grid_deco.wpn)]
12745 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_paja.wpn]
12745 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_paja.wpn)]
12745 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_paratach.wpn]
12746 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_paratach.wpn)]
12746 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_burst.wpn]
12746 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_burst.wpn)]
12746 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_impact.wpn]
12747 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_impact.wpn)]
12747 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_shock.wpn]
12747 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_phira_shock.wpn)]
12747 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_qoga.wpn]
12747 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_qoga.wpn)]
12747 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_raphiel.wpn]
12748 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_raphiel.wpn)]
12748 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_raphiel_pod.wpn]
12748 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_raphiel_pod.wpn)]
12748 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_selene.wpn]
12748 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_selene.wpn)]
12749 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_seprikata.wpn]
12749 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_seprikata.wpn)]
12749 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.sinkingthebismarck.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12749 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL.wpn]
12749 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL.wpn)]
12749 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_1.wpn]
12750 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_1.wpn)]
12750 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_2.wpn]
12750 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_2.wpn)]
12750 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_3.wpn]
12750 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateL_3.wpn)]
12750 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR.wpn]
12751 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR.wpn)]
12751 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_1.wpn]
12751 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_1.wpn)]
12751 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_2.wpn]
12751 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_2.wpn)]
12751 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_3.wpn]
12752 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_Seresvalla_plateR_3.wpn)]
12752 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_skalla.wpn]
12752 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_skalla.wpn)]
12752 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_skallic_cannon.wpn]
12752 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_skallic_cannon.wpn)]
12753 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_stricture.wpn]
12753 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_stricture.wpn)]
12753 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_stricture_s.wpn]
12753 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_stricture_s.wpn)]
12754 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_vacuity.wpn]
12754 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_vacuity.wpn)]
12754 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_veda.wpn]
12754 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_veda.wpn)]
12754 [Thread-5] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_vedra.wpn]
12754 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (/Applications/Games/Starsector.app/Contents/Resources/Java/../../../mods/Sylphon/data/weapons/SRD_vedra.wpn)]
12787 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.nothingpersonal.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12826 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.coralnebula.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12860 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.forlornhope.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12862 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.randombattle1.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12862 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.custombattle.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12864 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.tester.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12864 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.BRDY_tritach.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12864 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.BRDY_hegemony.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12865 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.BRDY_endtimes.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12865 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.BRDY_beast.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12865 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.BRDY_bigbattle.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12866 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.istl_threecaballeros.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12866 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.istl_heavyiron.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12866 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.istl_mothershipconnection.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12867 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.istl_devilbelt.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12867 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.istl_goosechase.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12867 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.istl_theyshallnotpass.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12868 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.istl_hellsownsun.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12899 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.da_tminuszero.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12925 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.da_escalation.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12954 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.da_trainingground.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12955 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.dara_shiptests.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12955 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.dara_evangelism.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12955 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.dara_trainwreck.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12956 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ii_tester.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12956 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ii_colosseum.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12957 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ii_invasion.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12957 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ii_bearbaiting.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12957 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ii_diamond.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12958 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ii_doomsday.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12989 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ora_payday.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13019 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ora_appeasement.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13049 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.oo0O.setProjectileSpec(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)


[close]


Title: Re: [0.8.1a] Sylphon RnD 0.8.2b
Post by: Nia Tahl on November 10, 2018, 05:25:31 AM
I've fixed the archive. Forgot to remove a WIP file in the rush to get the hotfix out. Just redownload if you downloaded the hotfix prior to this post
Title: Re: [0.8.1a] Sylphon RnD 0.8.2b
Post by: pairedeciseaux on November 16, 2018, 03:44:43 PM
Played another Sylphon RnD campaign.

General notes:

- Was a random sector. Defense station on the size 7 home planet was a RBS. Didn't notice that while playing previous campaigns.

- Thinking about your ship designs as a whole, it looks like many of those where designed mainly to be player controlled. What I mean by that: the player with good tactical judgement and piloting skills will perform much much better than the AI with many Sylphon ships. More about this below.

Ships:

- Furika frigate : started with this lone ship, equiped with two Charity. Impressive bust and sustained firepower, but you got to be careful not to overload! Better keep that shield down.

- Catora frigate : still love it after the hugue speed nerf. Has the appearance of a "baby Equilibrium". I used an Antimater Blaster again, because I couldn't find the Sylphon bursty small energy weapon.

- Silverhead destroyer : still a good ship after the nerf. The best (only one?) general purpose destroyer from Sylphon - other destroyers are IMO much specialized/exotic. And now it feels better balanced relative to Vanilla - enemy ships may now catch it.

- Tarima destroyer : did fine in my fleet, but some micro management was required to keep it alive. AI was not too smart about ... 1. mix of long-range builtin-weapons and medium-range medium-energy-weapons ... 2. general flux management. I'm still not sure I've used and outfitted the ship properly ... or even understood its purpose. Should it be considered as a player-only ship? Long range support?

- Etrika destroyer : I'm not a fan of the rear medium energy turret mounts coverage, IIRC I just put small energy PD on those. It is strange because the ship has one front facing large hard point and two front facing medium turrets with a wide angles. So what is the point of those rear medium turrets? Protect unshielded sides? Also can the AI use the ship system effectively? For me this destroyer is interesting/different because it can bring long range weapons.

- Dread Eagle cruiser : still a fantastic ship after the nerf, very pleasant and effective as a player-controlled ship. I did not let the AI control it much this time - but I suspect it would happily jump into an Onslaught face and quickly be destroyed - this is what many ships with similar mobility system do. The fact that it has a low cost to buy makes you upgrade to it very quickly if available in store, so as a player I don't focus too much on Sylphon destroyers. I have not done number comparison, but isn't the price too low ?

- Seresvalla capital : still an almost-invincible-player-ship. The thing is, it's ship system and other perks would let you think it was designed as a fleet support ship. It is. In addition, depending on its loadout, it can also be a capital-sized-quick-as-a-fast-cruiser hunter killer. Scary. I like it's elegant profile and reduced weapon mount number. I was afraid about the Flux Exchanger being overpowered, it's effect actually seems subtle/reasonable, but I haven't looked really close at it. From the designer standpoint, what is the Seresvalla role inside a fleet ?

- Replekia capital : still a beast.

Weapons:

- Clemency Pulse medium energy : ouch, this has to be one of the most effective missile swarm cleaning PD in the sector, too effective? Also very effective against hulls. Very nice animation.

- Charity medium energy : not sure how I missed/skipped it in previous campaigns, it sure is an effective weapon for all ships from frigate to capital. Hmm, best Sylphon weapon overall? I have no real adjustement suggestion, just a feeling: burst maybe slightly too long, burst probably overpowered with Expended Magazine hull mod (which is quite OP cheap).

- Dignity medium energy : uh, I seem to remember its base damage being lower than a Pulse Laser in the past, now it is the same (100). Feels like your default sustained fire medium energy weapon. Good for shield pressure and small targets. Looks and sounds good when it fires, especially when the secondary fire kicks in.

- Adloquium large energy : on a Dread Eagle I prefered this weapon in the previous version - the rate of fire was lowish but OK, now the rate of fire is too low, so I replaced it with a good old Tachyon Lance. Personal preference here. Now I would still use this weapon on, say, the front hard points of an Equilibrium, if sustained fire weapons are on the ship.

Again, thanks to the team for this awesome mod!  :)
Title: Re: [0.9a] Sylphon RnD 0.9rc1
Post by: Nia Tahl on November 22, 2018, 07:26:33 AM
Sylphon RnD 0.9rc1

Sylphon RnD, now updated for Starsector 0.9a. There might still be bugs and issues here and there, but things should generally work.

Download link here (http://fractalsoftworks.com/forum/index.php?topic=13524.0)

patchnotes:
Spoiler
0.9
Additions:
- Added 0.9 integration
- Added a unique industry to Sylpheed Station allowing it to tech-mine Preatorium remotely (and some lore-gibble preventing Preatorium from being colonized/looted)
- Added the Vetra-class kinetic bomber

Changes:
- Now uses and requires MagicLib; all old code which is included in MagicLib has been refactored and many old scripts have been removed
[close]
Title: Re: [0.9a] Sylphon RnD 0.9rc1
Post by: grinningsphinx on November 22, 2018, 10:32:26 AM
Sylphon RnD 0.9rc1

Sylphon RnD, now updated for Starsector 0.9a. There might still be bugs and issues here and there, but things should generally work.

Download link here (http://fractalsoftworks.com/forum/index.php?topic=13524.0)

patchnotes:
Spoiler
0.9
Additions:
- Added 0.9 integration
- Added a unique industry to Sylpheed Station allowing it to tech-mine Preatorium remotely (and some lore-gibble preventing Preatorium from being colonized/looted)
- Added the Vetra-class kinetic bomber

Changes:
- Now uses and requires MagicLib; all old code which is included in MagicLib has been refactored and many old scripts have been removed
[close]

Just curious if a blueprints set is available?
Title: Re: [0.9a] Sylphon RnD 0.9rc1
Post by: Nia Tahl on November 22, 2018, 11:47:11 AM
there's multiple blueprint sets available, yes
Title: Re: [0.9a] Sylphon RnD 0.9rc2
Post by: Fantastic Chimni on November 23, 2018, 08:20:09 AM
So uh, you remember that bug with the smoke rendering above the purple outline? Yeah its doing it again.
Title: Re: [0.9a] Sylphon RnD 0.9rc2
Post by: Nicke535 on November 23, 2018, 08:46:29 AM
So uh, you remember that bug with the smoke rendering above the purple outline? Yeah its doing it again.
I'm unfortunately aware. Now it actually does this on my device as well, due to switching over to a new render script. I'm currently working on figuring out a solution for it.
Title: Re: [0.9a] Sylphon RnD 0.9rc2
Post by: grinningsphinx on November 24, 2018, 03:02:14 PM
The Harmonius is showing up in weapons caches and other places, and it really shouldnt be..its an ultraspecialized weapon that costs 10k OP and i only equipable on a single ship. Bad design imo.
Title: Re: [0.9a] Sylphon RnD 0.9rc2
Post by: Nia Tahl on November 24, 2018, 05:10:20 PM
Aye, the harmonius is going away soonish. We're abandoning the superheavy mounts idea in its entirety.
Title: Re: [0.9a] Sylphon RnD 0.9rc2
Post by: Shoat on November 29, 2018, 03:06:36 AM
Just started trying out this mod.

Got a quick question: There are several ships (the ones that are black isntead of poiple) that reference an "outcast" faction. Do those have any bases somewhere? Are blueprints of their ships acquirable?
Title: Re: [0.9a] Sylphon RnD 0.9rc2
Post by: Nia Tahl on November 29, 2018, 03:44:54 AM
There are no outcast bases as of yet, but their blueprints can be found and their ships have a small chance of spawning in Sylphon fleets and markets.
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: Nia Tahl on November 29, 2018, 02:13:07 PM
Here's a small update with a bunch of fixes and changes I wanted to get out asap. Will break saves, I'm afraid, but on the other hand it adds a fancy new ship (even though it's not entirely finished just yet).

Presenting the Synastry-class EWAR-cruiser.

(https://imgur.com/zc38iAs.png)

equipped with a unique support weapon and all sensors you need to go surveying
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: travhill20 on December 02, 2018, 01:48:32 AM
The ships are beautiful and are useful without being OP. Easily my new favorite faction mod.
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: Ishman on December 02, 2018, 11:40:47 AM
After playing around with this faction in .9, I've gotta say that these are my favorite non-vanilla utility ships (besides the Badger) - they actually compare nicely efficiency wise.

The high overhead costs of most mods' tanker and cargo vessels doesn't compensate sufficiently with the fact they have a few more weapon slots than the vanilla civilian ships, they're just more overhead (and soon to be crippled with the -cargo hold d mod if you actually toss them into fights).

These are just lovely and I don't feel terrible using them as part of my fleet.
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: Clutch31313 on December 09, 2018, 09:53:13 PM
I've started up a new game to try out the 0.9a update, and have just come across my first cache of ship blueprints. However, one of them in particular has caught my eye. I've only gotten about 60,000 credits, at the moment, and haven't even started a colony. So it's really tempting to simply sell this blueprint for the +1,000,000 credits it's supposed to be worth. Before I do, can anyone here give me some information about the Metafalica?
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: Katsumi on December 09, 2018, 11:48:35 PM
It's a ghost pirate ship with a focus on broadsides, a neat gimmick for its 3 in-built large mounts, and some stylin' aesthetics. I've been using it as my flagship. Keep that blueprint. Money comes and goes, but you may never find another one of those.
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: Clutch31313 on December 09, 2018, 11:50:43 PM
It's a ghost pirate ship with a focus on broadsides, a neat gimmick for its 3 in-built large mounts, and some stylin' aesthetics. I've been using it as my flagship. Keep that blueprint. Money comes and goes, but you may never find another one of those.



Thanks! I couldn't find anything about it in the in-game ship database. I'll take your advice, and keep the blueprint.


EDIT: I've finally manufactured and toyed around with the Metafalica. Holy hell was keeping that blueprint good advice. This may be one of the most (if not *the* most) fun ships I've ever used in this game. It's excellent without feeling completely overpowered. I'm not sure how one typically comes to own one of these things, but I can't help but think that stumbling across that blueprint was incredible fortune, indeed.
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: Nia Tahl on December 12, 2018, 04:51:10 PM
Right now Outcast ships are just rare finds that will very rarely spawn in Sylphon fleets. There's plans for these later on, but for now I've just left it in as a rare ship so people can actually fly it around. Next update should make the things rarer though. Especially the blueprint package for all the Outcast designs.
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: dostillevi on December 12, 2018, 05:10:24 PM
I'm having some trouble with my dread eagles being overly aggressive and positioning themselves thrusters-out towards enemy ships when they jump behind a closer ship trying to get a kill. Ideally they'd consider other enemy ship placement a bit more and not put themselves into kill-boxes. Overall this makes them great for pursuing but leads to really poor performance in a "fair" fight.

They also have a tendency to drift far away from my other ships when they get really into trying to kill a small nimble ship. Any suggestions?
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: MorganOrgan on December 21, 2018, 05:01:10 AM
Okarra and Equilibrium need 10-15* more traverse on heavy mounts. They are unable to bring both weapons to bear on ships, making the option of non symetrical loadout a lot better than having 2 weapons (from which only one can hit a target and just pumps flux up).
It is less noticable on Equilibrium because it fights cruisers and capitals mostly, but fighting destroyers and cruisers with Okarra is simply annoying.
Title: Re: [0.9a] Sylphon RnD 0.9.1
Post by: Nia Tahl on December 21, 2018, 05:29:06 AM
Not gonna happen. The Equilibrium isn't meant to be able to bring 4 larges to bear against smaller targets, simple as that. The two large hardpoints are specifically meant to be for taking on targets of cruiser or larger size. The Okarra though is going away entirely and the Valestri is receiving some changes to fill its role as primary anvil cruiser.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on December 22, 2018, 11:50:30 AM
update 0.9.2 is available now

(https://imgur.com/8H2d8w1.png)

Adding some fancy new things and removing some things that weren't really needed anymore.

this patch will break saves due to removals

Download can be found in the first post as always

Changelog:
Spoiler
0.9.2
Additions:
- Added the Networked Targeting Linkup hullmod, which is exclusive to Sylph Core ships
- Added the Sylvetra nanotech cruiser
- More not yet available additions (unless you console them in)
- Added GraphicsLib support (GraphicsLib still won't be required, though. Things will just look nicer if you have it now)
- Added a number of of special ships you may for now encounter randomly in Sylphon fleets on rare occasions

Removals:
- Removed Okarra
- Removed Hymnon
- Removed Hubris

Changes:
- Reworked the Sylph Core installation code so that it now uses skins instead of wierd behind-the-scenes magic
- Sylph Core variants now have unique sprites
- Updates to some sprites
- Upgraded Replekia with fancy vernier thrusters
- Reworked Valestri to fit the Okarra's now vacant role as anvil
- Changed the sounds of the Götterdämmerung (credits to MesoTroniK)

Balancing:
- Increased Equilibrium supply costs to 55/55
- Lowered Dread Eagle's dissipation from 750 to 500 and increased flux capacity from 10000 to 16000 (This is an experimental change to more firmly establish the Dread Eagle as a hit-and-run skirmisher. The Scourge Eagle remains unchanged as it's meant to be a different kind of ship)

Known Issues:
- Apocatastasis special effect doesn't apply properly, granting basically no damage bonus whatsoever (Laserboi is on the case)
[close]
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: fatrat on December 22, 2018, 12:10:34 PM
update 0.9.2 is available now

(https://imgur.com/8H2d8w1.png)

Adding some fancy new things and removing some things that weren't really needed anymore.

this patch will break saves due to removals

Download can be found in the first post as always

Changelog:
Spoiler
0.9.2
Additions:
- Added the Networked Targeting Linkup hullmod, which is exclusive to Sylph Core ships
- Added the Sylvetra nanotech cruiser
- More not yet available additions (unless you console them in)
- Added GraphicsLib support (GraphicsLib still won't be required, though. Things will just look nicer if you have it now)
- Added a number of of special ships you may for now encounter randomly in Sylphon fleets on rare occasions

Removals:
- Removed Okarra
- Removed Hymnon
- Removed Hubris

Changes:
- Reworked the Sylph Core installation code so that it now uses skins instead of wierd behind-the-scenes magic
- Sylph Core variants now have unique sprites
- Updates to some sprites
- Upgraded Replekia with fancy vernier thrusters
- Reworked Valestri to fit the Okarra's now vacant role as anvil
- Changed the sounds of the Götterdämmerung (credits to MesoTroniK)

Balancing:
- Increased Equilibrium supply costs to 55/55
- Lowered Dread Eagle's dissipation from 750 to 500 and increased flux capacity from 10000 to 16000 (This is an experimental change to more firmly establish the Dread Eagle as a hit-and-run skirmisher. The Scourge Eagle remains unchanged as it's meant to be a different kind of ship)

Known Issues:
- Apocatastasis special effect doesn't apply properly, granting basically no damage bonus whatsoever (Laserboi is on the case)
[close]

Interesting, what was your thought processe behind the removals?
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: HuoShengdi on December 22, 2018, 12:12:28 PM
It's my first time seeing this mod. Someone is a big Ar Tonelico fan  ;D
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on December 22, 2018, 12:30:58 PM
yes
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Requal on December 22, 2018, 01:51:51 PM
When I start the game and I mean te main game since it won't even load to the main menu I get an error saying:

Fatal: Ship hull spec [SRD_Okarra] not found!
Check starsector.log for more info.

Looked at the log but it doesn't make sense but I know the SRD Okarra refers to one of your ships hence why I post it here.


Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 22, 2018, 02:12:30 PM
Try deleting the old mod folder entirely then put the new one in.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Requal on December 22, 2018, 02:48:45 PM
Try deleting the old mod folder entirely then put the new one in.

You are a life saver :D

Had this issue with 2 other mods also and that solved it for all.
But why does this happen?
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 22, 2018, 02:52:50 PM
Try deleting the old mod folder entirely then put the new one in.

You are a life saver :D

Had this issue with 2 other mods also and that solved it for all.
But why does this happen?

You had a script (the one that shows ships in the background on the main menu screen) that was still looking for a ship which has been removed in the current version of the mod. Copying a new mod folder over the old doesn't properly replace all of the scripts. That is why you should always delete the old mod folder.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 22, 2018, 03:04:45 PM
@Nia_Tahl

With the Hubris removed, are there any Sylphon ships that can house the Catharsis fighter? It's not a drone, and it looks like all the remaining carriers are drone-only.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on December 22, 2018, 03:52:39 PM
Not currently, no. As it stands it can only be equipped by a certain unique ship that isn't yet available to players and the Metafalica which isn't technically a Sylphon ship. Not entirely sure yet what I'll do about the catharsis. Making it a drone has some balancing issues, but I'll see if I can find a decent solution for it.

The Catharsis was always meant to be a clunky overengineered superfighter that wasn't really designed for proper use on a larger scale.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Requal on December 22, 2018, 07:29:29 PM
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Ishman on December 23, 2018, 01:22:00 AM
I just wish I didn't update this mod.

Unless it's a utility mod, you can be almost assured that updating one will break your save. If anything was added or removed, that will break it - so anytime an update comes around that isn't just a bugfix (and often those too) but has additional content, or changes previous content... you're going to have to start over if you want to use it.



I love that the Mariana can be deployed and fit to do reasonably well against light harassment in combat, but fitting them with any campaign hullmods eats their entire outfitting capacity. They're efficient, but without the nullspace conduit synergy to boost your fleet speed, they're as slow as the largest and most efficient storage space in vanilla, let alone in mods.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nicke535 on December 23, 2018, 01:22:46 AM
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off.
/...
(https://imgur.com/8H2d8w1.png)

Adding some fancy new things and removing some things that weren't really needed anymore.

this patch will break saves due to removals

Download can be found in the first post as always
…/
I consider that pretty clearly labelled. Sure, it could have been red-colored too, but the info was clearly there.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: XpanD on December 23, 2018, 02:26:32 AM
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off.

Isn't downgrading to the version you were using before an option? You should be able to grab it from here: https://bitbucket.org/niatahl/sylphon/downloads/

This should also work for your other recently-updated mods, provided they still have the older version up. If not, ask for it in their topics or, if necessary, shoot me a PM -- I'm building a little collection, may still have them.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Bastion.Systems on December 23, 2018, 03:48:30 AM
I really appreciate your efforts to up the quality of the ships.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Ravenholme on December 23, 2018, 04:12:20 AM
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off.
/...
(https://imgur.com/8H2d8w1.png)

Adding some fancy new things and removing some things that weren't really needed anymore.

this patch will break saves due to removals

Download can be found in the first post as always
…/
I consider that pretty clearly labelled. Sure, it could have been red-colored too, but the info was clearly there.

Yeah, I mean, they have no one to blame but themselves if they didn't read the post about the update. And, as Ishman said, general rule of thumb should be to consider any update to a mod that adds content as save-breaking unless otherwise stated
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: etherealblade on December 23, 2018, 08:10:52 PM
I love this mod/faction and an I'm really enjoying the changes and updates. A unique station is pretty much the only thing left other than the other goodies you want to put in that we don't know about. I never mind restarting. There are mods to help jump get roughly back where we were anyway in the case of a broken save.  ;D
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 24, 2018, 11:26:46 AM
@Nia_Tahl
In your latest version, I found a blueprint for the special Equilibrium variant "Balance Unto All".
However, it can't be built- it stays on the custom production list forever being constructed again and again without creating the ship.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on December 24, 2018, 02:25:19 PM
There shouldn't be a blueprint for that available in the first place. Will be fixed.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 24, 2018, 02:27:59 PM
There shouldn't be a blueprint for that available in the first place. Will be fixed.

Blueprint for it (and later, the Cleve synastry cruiser) both came out of tech mining.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Wyvern on December 24, 2018, 07:03:45 PM
- Reworked Valestri to fit the Okarra's now vacant role as anvil
The Valestri's description still mentions its previous nullspace shunt system.

- Lowered Dread Eagle's dissipation from 750 to 500 and increased flux capacity from 10000 to 16000 (This is an experimental change to more firmly establish the Dread Eagle as a hit-and-run skirmisher.
I'm seeing the Dread Eagle at 10,000 flux capacity and 600 dissipation.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Hazard on December 25, 2018, 01:47:28 AM
Seems like a great mod, so far. Nice job!  ;)

But, is it just me, or is the Silverhead's engine sound a lot louder compared to vanilla ships? I'm not sure if it really stands out in combat, but in the simulator it seemed very noticeable.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Starareo on December 25, 2018, 12:11:04 PM
Love the mod, just one question. Is it intended that the Enochian can't be mounted by any Sylphon ships or have I missed something? None of the capitals at least seem able to accomodate large ballistics.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nicke535 on December 26, 2018, 01:59:14 AM
Love the mod, just one question. Is it intended that the Enochian can't be mounted by any Sylphon ships or have I missed something? None of the capitals at least seem able to accomodate large ballistics.

This is more or less intended. The Enochian isn't a "normal" gun, and has only been added in its current state to allow people to use it and give some feedback on it (but it isn't intended to work on most Sylphon ships); it will be acquired differently once I get to properly implementing it.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Kittah Khan on December 28, 2018, 05:55:13 AM
Equipping the prototype nullpoint shields and ship & weapon pack's shield bypass causes a crash in the refit screen, not exactly a priority, but I thought you might want to know.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 28, 2018, 09:52:25 AM
Some feedback on the Metafalica vs the Replekia and vanilla ships. It's not intended as criticism, but an insight into what I'm thinking while trying to make builds with it that feel good to play:

The Metafalica feels extremely OP-starved. I'm guessing what you were going for was to subtract the cost of its' built-in large weapons from its' usable OP total, but the result is that it's difficult to give it anywhere near the same hullmod loadout as other capital ships, since the cost on capital hullmods is so high. They're balanced around ships with ~360 OP, while the Metafallica weighs in at 250.

Compare to the Onslaught: it also has two powerful built in weapons, and has 360 OP to use, on a ship with 20 lower deploy and supply cost than the Metafalica.
The built in large weapons and the damage type shifting is really cool, but the weapons themselves have so low base damage I wish I could remove them and replace them with Large Energy mounts.
Damage per shot is king against armor. Switching the Metafalica's guns to Type 3 for anti-armor makes them only about as effective against armor as a plasma cannon, but overall much less as they become unable to keep the target's shields flux-capped.

I much prefer using the Replekia as a flagship- I can put large energy weapons in the two front mounts, use the rear large for a medium PD weapon, and it kills targets faster than the Metafalica can, while having more vastly more usable OP for hullmods, as I don't have to kit out the small slots with weapons to shore up damage. (Plus, pretty purple and pink)  

In my current game I've gotten the Metafalica before any other Sylpheon capital, so I've been using it a lot more than I normally would.

As a suggestion, I'd do something like this to make the Metafalica more flexible:
Remove built in rear weapon, replace with Large Hybrid slot.
Increase Metafallica's OP by 50.
Increase base damage and flux cost per shot on built-in weapons by 30%.

This would make the Metafallica's guns hit in a similar weight range to the Energy options available, and by refunding the cost of the rear slot plus another 26 OP, the player has a tiny bit more space to work with, can choose to use a different gun or PD in the rear for specialization.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nicke535 on December 28, 2018, 10:45:21 AM
Equipping the prototype nullpoint shields and ship & weapon pack's shield bypass cause a crash in the refit screen, not exactly a priority, but I thought you might want to know.

So the code triggers in that order... gotta take a look at how to fix that, since it'll happen for some other stuff too in that case. I added a failsafe but that one was for 0.8, so it most likely failed when updating to 0.9. Will probably get that fixed for next version.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on December 28, 2018, 03:11:06 PM
As a suggestion, I'd do something like this to make the Metafalica more flexible:
Remove built in rear weapon, replace with Large Hybrid slot.
Increase Metafallica's OP by 50.
Increase base damage and flux cost per shot on built-in weapons by 30%.

Not gonna happen. The Metafalica is meant to be a broadsider and be used as such. Giving it even greater damage output than it has already would make the ship completely ridiculous considering it already has the ability to facetank just about anything with its passive ability and armour skills without ever needing shields. I'd also suggest using shock cannon mode against armour rather than Type-3 shells. Type-3 shells are primarily for PD purposes and don't apply their full damage against larger ships due their burst nature. The Shock cannons on the other hand apply their full damage, are decently effective against armour and provide EMP damage that can shut down most anything that relies on armour for defense. The Metafalica is already an incredibly powerful ship as is, being borderline OP.

Giving it more OP is also not a good idea as allowing it to easily mount certain hullmod combinations would make it nigh-invincible.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 28, 2018, 03:25:48 PM
Roger that. It's your mod, and I appreciate the work you've put into it and that you share it with the game community. I still find that the Replekia is better at all of the same use cases than the Metafalica, has more flexibility with hull mods, and can mount much more damaging weapons. If you don't have a problem with that, it's no problem to me either.

Edit:
Another bit of capital ship feedback. You may actually wish to consider boosting the Seresvalla's base burn to 9.
Using Local Soother lets the player get other fast capital ships' (and almost all cruisers) base burn speeds to 9, which is doubled by Sustained Burn. With Navigation 3, that caps a fleets' speed out at 20, so it's a mark I find I always shoot for on my fleets.
The Seresvalla can't use Local Soother though, and it's +1 Fleet Burn global buff isn't doubled by Sustained Burn. So paradoxically, if I bring a Seresvalla along instead of another capital with burn 8+Local Soother, it'd slow my fleet's Sustained Burn down from 20 to 19.
It's minor, but the seeing the Seresvalla might be more of a "wow, that's cool" moment if it stood out as the speedy burn capital like the Pirate Falcon does for cruisers.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on December 28, 2018, 04:15:14 PM
It's called a drawback. Having a Seresvalla in your fleet gives you +1 burn to your fleet at no additional cost whatsoever while equipping all your capitals with soothers means investing OP and locking them out of using any other prototype mods. "Only" having burn 19 is a rather small price to pay, I would say, given the difference between burn 19 and burn 20 is marginal at best.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 28, 2018, 05:04:25 PM
My mistake. I thought the drawback intended was the +50% supply cost for maintenance. No worries, everyone doesn't have to like and use the same ships. Different strokes for different folks. I look forward to seeing where you take this mod next!

If you're concerned about combat balance though, you may wish to take a second look at the Catharsis fighter. About twelve of them will demolish almost any fleet or station imaginable by themselves. Yes, they have a hefty OP cost, but it's even worth stripping all weapons off your carriers to use them. I play your mod together with Soren's DME, and four carriers of Catharsis fighters will rip a large red beacon Blade Breaker fleet to shreds (and a Remnant fleet in half the time).
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Wyvern on December 29, 2018, 09:17:59 AM
The Catharsis is a very potent fighter, yes - I'd suggest removing the blueprint for them, rather than nerfing the fighter.  That way you have whatever limited number of wings you can buy or scavenge, and can't just manufacture multiple carrier's worth of them.

Then again, I also wouldn't count Sylphon as a vanilla-balanced faction in the first place.  It's fun to play with, and I especially enjoy having a variety of good drone fighters (I hate losing crew from using normal fighters), but a large number of its ships and weapons just simply out-perform their vanilla counterparts (though always with at least -some- drawback, too.)  And, honestly, having one mod in my set that does that is -neat-.  For example, in my latest playthrough, I got one Sylphon Outcast weapon blueprint, for the Arphage - a very potent medium ballistic HE weapon.  And, for a while, that completely changed how I built ship variants; medium ballistic slots went to those over, say, flak, which then necessitated finding other PD solutions, and it was just a neat gameplay shift to work with.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Enirlan on December 29, 2018, 09:37:15 AM
Does anyone know how to acquire any of the outcast hullmods, like the scourge eagle? i havent seen any in the normal markets on slyphon planets or stations..
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Wyvern on December 29, 2018, 10:31:11 AM
Only way I've found is to get lucky with salvage; in my current game, I found the Scourge Eagle's blueprint while scavenging a planet's ruins.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on December 29, 2018, 10:41:00 AM
Outcast stuff is deliberately rare given how powerful it is.

The Catharsis is also getting nerfed across the board as part of its conversion to a drone.

My aim is to get to vanilla balance levels btw, so instead of "I don't regard it as vanilla-balanced" I'd rather hear some constructive feedback on what is overperforming.

If you feel like some weapon or ship is outright better than a vanilla equivalent, please let me know what and why. Outcast being an exception as these are meant to be rare items (which I'm considering removing blueprints for)
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: SCC on December 29, 2018, 11:02:58 AM
My aim is to get to vanilla balance levels btw,
Really? I've been meaning to get a hang of this mod for some time and the first thought I had upon seeing the design was that Blade Breakers and Templars have a new buddy to hang out with.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Wyvern on December 29, 2018, 11:27:12 AM
My aim is to get to vanilla balance levels btw, so instead of "I don't regard it as vanilla-balanced" I'd rather hear some constructive feedback on what is overperforming.
Oh, okay.  Does that include Outcast stuff?  (Edit: Ah, your edit answers that question.)

Of the base sylphon tech, I'd have to say the Ravanna Fighter & Sivva Scalpel are the most out-of-line.

The Ravanna is essentially an upgraded Lux drone, and - while it's not as strong as the Catharsis - a carrier full of Ravannas can easily overwhelm an even opponent, especially if you put them on something like a Heron that can boost their damage.  I'd probably start by either cutting down on the number of flares they put out (or perhaps cutting flares entirely), or cutting its firepower in half, or maybe both.  (Also, though not a balance issue, the Ravanna's weapon fire is quite loud when massed.)

The Sivva is most comparable to the vanilla warthog; it's useless against shielded targets, but very few ships have 360 shields.  Mixing one wing in with a bunch of Ravannas makes for a terrifying team-up; the Ravannas provide flares and extra bodies to keep the Sivvas alive, and the hard-flux DPS to take down shields, while the Sivvas strip armor that the Ravanna's would have had to chew on for a while.  I'm not entirely sure what the right nerf to apply here is, but either their firepower needs to go down or their OP cost needs to go up.

It's probably worth noting that both of these fighters are comparable to vanilla fighters that have been nerfed recently, and I'd guess that they just didn't get re-balanced when their closest vanilla counterparts got adjusted.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Enirlan on December 29, 2018, 11:57:52 AM
Thanks wyvern.  I guess this is the only way ? Are there fleets of them hostile anywhere on occasion perhaps ?
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on December 29, 2018, 12:00:17 PM
Yeah, the Ravana is already being nerfed in my local build. It's been overperforming as of late. I'll have a look at the Sivva, too, and probably lower the power of that beam some.

@SCC: Why's that? Just the visual design?
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 29, 2018, 01:00:13 PM
When it comes to the one-fighter-per-wing 'superfighter' concept, it means that ships with Reserve Deployment (like the Drover) actually get double the fighter count for free. So a Drover with Catharsis gets 4 Catharsis for the cost of 2.

I'd wager that's why Alex made Reserve Deployment not work with bombers, and there's no one-fighter wings in vanilla.

When you're taking another look at the Catharsis, if you want to keep it as one per wing, you could try tagging it as a bomber rather than a fighter. (this will also keep it carrier-only, as bomber costs w/ converted hangar are doubled).
Alternatively, split it into two. Then Reserve Deployment would just be a 50% increase.

Either way, the total firepower for the cost could stand to be cut in half.
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: solardawning on December 29, 2018, 01:09:29 PM
Thanks wyvern.  I guess this is the only way ? Are there fleets of them hostile anywhere on occasion perhaps ?

You can get all the blueprints by raiding Castrum or Sylphon R&D. Jump in with your beacon off, attack the station & kill it and whatever defending fleet is there (or sneak around with Go Dark on and wait for defenders to fly away).
If you're not playing ironman mode and can save & load, then you can save right before carrying out the raid, and load and repeat until you get the blueprints you want. There's a small chance on any raid of getting a bunch of rare blueprints all at once. 
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Kittah Khan on January 02, 2019, 07:34:39 AM
The replekia's rear small turrets have different angles, this is probably not intended?
Title: Re: [0.9a] Sylphon RnD 0.9.2
Post by: Nia Tahl on January 02, 2019, 07:45:35 AM
nope, noted down for a fix
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Nia Tahl on January 05, 2019, 12:54:46 PM
patch 0.9.2a - Nex support and more stuff

Download in first post as always~


Changelog:
Spoiler
0.9.2a
Additions:
- Added a new Hydroponics industry exclusive to Sylpheed Station, which replaces its old Farming industry
- Nex support

Changes:
- Catharsis is now a drone fighter
- Sylphon markets now generally have AI cores on their industries; bigger markets have more cores

Balancing:
- The Nanobot Beam now deals its extra damage in smaller amounts at a time (same overall DPS)
- Nerfed Catharsis across the board
- Furika dissipation lowered from 300 to 250
- Replekia OP reduced from 310 to 260
- Catora OP reduced from 55 to 50
- Silverhead
   - dissipation reduced from 450 to 400
   - top speed reduced to 70
   - acceleration reduced to 60
- Etrika top speed reduced to 60
- Dread Eagle top speed reduced to 60
- Eolia dissipation reduced to 400
- Tilia dissipation reduced to 200
- Tarima dissipation reduced to 350
- Replekia dissipation reduced to 800
- Ravana
   - hitpoints reduced to 400
   - weapons changed to miniature Embrace with lower damage and without EMP cycler feature
- Valestri dissipation reduced to 600
- Lowered Stricture S damage by 20%


Bugfixes:
- The Apocastasis' secondary effect now works as intended (broke during some unknown patch, maybe even at release)
- Actually implemented the balance change for the Dread Eagle properly
- Hopefully fixed a crash related to hullmods that remove shields and the Prototype Nullpoint Shield
- Fixed some issues with sylph core detection for eccentric cores
[close]
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: FreedomFighter on January 11, 2019, 07:55:32 AM
Oh look! Pretty in pink! ;D
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Starareo on January 11, 2019, 09:37:56 AM
Both of my Frelias appear to be generating passive flux, which means they never hit their 0 flux bonus speed, making deployments somewhat difficult. Whenever I vent, the flux just goes right up again, capping around 1000ish. They all have Integrated Targeting Units, Local Soothers, and High Resolution Sensors. When I manually pilot them, there is no passive flux generation. The problem might be in my skills or something, but is anyone else having the same issue?
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Wyvern on January 11, 2019, 10:03:47 AM
Both of my Frelias appear to be generating passive flux, which means they never hit their 0 flux bonus speed, making deployments somewhat difficult. Whenever I vent, the flux just goes right up again, capping around 1000ish. They all have Integrated Targeting Units, Local Soothers, and High Resolution Sensors. When I manually pilot them, there is no passive flux generation. The problem might be in my skills or something, but is anyone else having the same issue?
This is a vanilla issue with carriers setting their fighters to engage when they shouldn't; for me, this was resolved by making sure I was using a flagship that didn't have fighters.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Nia Tahl on January 11, 2019, 12:06:06 PM
as Wyvern said, this is a vanilla feature to prevent carriers from kiting with 0-flux boost while having their fighters attacking. Sadly the AI is sometimes too stupid to recall its fighters.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: FreedomFighter on January 13, 2019, 07:52:16 AM
as Wyvern said, this is a vanilla feature to prevent carriers from kiting with 0-flux boost while having their fighters attacking. Sadly the AI is sometimes too stupid to recall its fighters.

It was crazy back then with 10% zero-flux boost. Now it is 5% so Carrier can't do that anymore
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: SCC on January 13, 2019, 07:59:17 AM
Not 5%, 1%.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Starareo on January 13, 2019, 09:11:03 AM
Thanks for the answer!
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: FreedomFighter on January 14, 2019, 03:03:37 AM
Not 5%, 1%.

Right. I miss the (Non-Carrier only).

Got my hand on Rekia. It. . .it creeping me out everytime I use it. Dread Eagle also creeps me out for an unknown reason. I just wish the AI is competent enough while using it.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Starareo on January 14, 2019, 08:44:45 AM
I wish the AI would be more competent with using the lightning abilities of the Equilibrium and Seresvalla because they tend to fire them off whenever and wherever, which has probably destroyed more allied fighter wings and missiles than enemy.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: 603bill on January 14, 2019, 02:18:58 PM
Random bug, the top right small energy mount on the Omega Aeterna (both versions) is a medium mount.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Thyrork on January 14, 2019, 03:11:03 PM
It pain's me that I can't seem to add the current full roster of the Sylphon to my production, because they're so dang cool and I want to aggressively rep and expand them in Nex.  ;D

The Rakia in particular is a joy to fly that feels perfectly on the knife edge of being powerful and easy to catastrophically slip up in.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: SupaMuffinMan on January 15, 2019, 03:38:43 AM
Love the mod and the sexy effects!

have a q's though..... wtf does the Seresvalla capital do? i dont understand its special ability "Flux Exchanger".

cheers.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Avanitia on January 15, 2019, 03:48:09 AM
Love the mod and the sexy effects!

have a q's though..... wtf does the Seresvalla capital do? i dont understand its special ability "Flux Exchanger".

cheers.

(not 100% sure if it works that way)
Seresvalla takes flux from ships with Nullspace Conduits (integrated or not, doesn't matter, i think) and stores it (you can see how much it stored in left side of the screen, same place where you see remaining PPT, etc).
When you turn off the system, it deals damage in frontal arc depending on the amount of flux stored, so it can be pretty powerful if you increase the flux capacity and use ships with Nullspace Conduits or put modular Nullspace Conduits on other combat ships in your fleet.

Seresvalla also increases burn level of your entire fleet by one, which is helpful when you have ships with low burn level in your fleet.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: SupaMuffinMan on January 15, 2019, 06:18:58 PM
Thank you Avanitia, I'll put it into action now.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: FreedomFighter on January 15, 2019, 11:14:37 PM
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Wyvern on January 15, 2019, 11:39:47 PM
Minor bug: the new "Embrace S" is learnable from the Sylphon basic blueprint pack, rather than being only a built-in for the Ravana wing.  ...Also, it looks like the Ravana wings are still using the regular "Embrace" weapon.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Nicke535 on January 16, 2019, 01:24:53 AM
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.


The lightning bolts do not hit targets with Nullspace Conduits, be they friend or foe. While Sylphon fighter wings do often get fried because of this, their ships are completely safe from harm; friendly fire is mostly an issue when running combined fleets or as previously mentioned having fighters in the way.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Nicke535 on January 16, 2019, 01:35:29 AM
Random bug, the top right small energy mount on the Omega Aeterna (both versions) is a medium mount.

Will fix that for now, but keep in mind that Omega Aeterna is not intended to be available in-game; it is not even remotely balanced or fair.


Minor bug: the new "Embrace S" is learnable from the Sylphon basic blueprint pack, rather than being only a built-in for the Ravana wing.  ...Also, it looks like the Ravana wings are still using the regular "Embrace" weapon.
...yep, that seems to be the case. Fixing for next patch.
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: Nia Tahl on January 16, 2019, 04:39:00 AM
Sylphon RnD - Update 0.9.4

With a new tournament on the way, here's a patch with various fixes and some balancing tweaks. Nothing too special this time around.

Changelog:
Spoiler
0.9.3
Changes:
- The Metafalica's Type-3 shells are now splitter-shells
- Updated the hullmod description for the Variable Ammo Loader
- The Sylvetra's nanobots have had their metal-to-ammo gain rebalanced; they are now slightly better at refilling high-ammo weapons and slightly worse at refilling low-OP weapons (most notable on Reaper-like torpedoes)
- Added a small sound effect to the Sylvetra's nanobots when refilling a missile

Bugfixes:
- Fixed the Frelia having incorrect shield color
- The Ravana now properly uses two Embrace S instead of two Embraces
- The Embrace S can no longer be gained from blueprints, and does not show up in refit

Balancing:
- Adjusted the base prices of most weapons and some ships to be more within vanilla ranges
- Reduced Valestri shield efficiency from 0.9 to 1.0
[close]
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: Nicke535 on January 16, 2019, 06:15:01 AM
Oh right, one thing that was implemented last patch, but is slightly glossed-over in the patch notes...

(https://i.imgur.com/Cr5a5cx.png)
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: A Random Jolteon on January 16, 2019, 06:41:30 AM
Hoooly...That. Is. BEAUTIFUL.
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: FreedomFighter on January 16, 2019, 06:55:44 AM
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.


The lightning bolts do not hit targets with Nullspace Conduits, be they friend or foe. While Sylphon fighter wings do often get fried because of this, their ships are completely safe from harm; friendly fire is mostly an issue when running combined fleets or as previously mentioned having fighters in the way.

Odd. My Dread Eagle got fry by Equilibirium often. Grant, it wasn't that strong hit because Null Conduit reduce its damage. It love to null skip in place then raise shield which bolts me in the rear. Doesn't seem so severe with Seresvalla. I need to actually test it because there is nothing behind me except other Sylphon ship.

Any plan with Rakia? Using it for awhile and feel like it should be prize ship, one of the kind. It pretty strong on its own and nimble. It makes ordinary phase ship run for money. Still creeps me out when it gone into null space. Overall I enjoy this mod and paint the galaxy pink. Some ship AI like Dread Eagle might need adjusting but it is fine if you want it to be player ship. Pretty potent and fun to use. Didn't get to try Replekia yet. I not show up on the market but I got Rakia pretty early on so that is something.
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: Mr. Nobody on January 16, 2019, 08:38:45 AM
Question, would it be possible to outfit the Sylphon fighters with a pseudo-nullspace conduit just so they don't get fried by the lighting bolts? Well, assuming it makes sense lore-wise.
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: Nia Tahl on January 16, 2019, 10:46:08 AM
Fighters are too small for that tech lore-wise. The faction overall isn't meant to be particularly good at using fighters anyway.
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: LB on January 16, 2019, 11:00:56 AM
I think Dread Eagle plays much better now with the flux change, big thumbs-up for that. Putting everything into capacitors before to try to fit its role felt suboptimal compared to everything in vents.

Sylphon RnD - Update 0.9.4
- The Sylvetra's nanobots have had their metal-to-ammo gain rebalanced; they are now slightly better at refilling high-ammo weapons and slightly worse at refilling low-OP weapons (most notable on Reaper-like torpedoes)

Haha, the longer I wait to work on ICE the more all of its old specialties will look like they've been plagiarized from newer mods.

Also, did I meet you playing Dreadnought at some point (as "Anthem")?
Title: Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
Post by: Nicke535 on January 16, 2019, 11:39:33 AM
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.


The lightning bolts do not hit targets with Nullspace Conduits, be they friend or foe. While Sylphon fighter wings do often get fried because of this, their ships are completely safe from harm; friendly fire is mostly an issue when running combined fleets or as previously mentioned having fighters in the way.

Odd. My Dread Eagle got fry by Equilibirium often. Grant, it wasn't that strong hit because Null Conduit reduce its damage. It love to null skip in place then raise shield which bolts me in the rear. Doesn't seem so severe with Seresvalla. I need to actually test it because there is nothing behind me except other Sylphon ship.

Ah, no, that's me being too general; the Seresvallas lightning bolts do not hit targets with Nullspace Conduits. The Equi makes no distinction (though the damage is reduced as you say).
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: Nia Tahl on January 16, 2019, 11:57:59 AM
Also, did I meet you playing Dreadnought at some point (as "Anthem")?

That was me, yep
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: FreedomFighter on January 16, 2019, 12:25:42 PM
Fighters are too small for that tech lore-wise. The faction overall isn't meant to be particularly good at using fighters anyway.

It is also unmanned so I don't think they'll care that much.

Ah, no, that's me being too general; the Seresvallas lightning bolts do not hit targets with Nullspace Conduits. The Equi makes no distinction (though the damage is reduced as you say).

I see. Yike. I don't think I'll need any more player ship since I got Rakia and Dread Eagle is my fallback/relax option already.
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: Thyrork on January 17, 2019, 05:36:57 AM
So I apologize that I cant really offer constructive feedback here but;

I adore this mod. It just strikes an itch for high tech warships with their own quirk that is really satisfying and the limited range on many of their mainline guns make them feel thrilling to fly. Watching 6+ frigates burn from a flux exchanger discharge? That moment is what drove me to post this. Its just so full of satisfying gameplay! The steep cost on supply being offset by the lower crew really caught me early game too, making many frantic purchases of supplies to keep my fleet going. I just... really like this faction.
Title: Re: [0.9a] Sylphon RnD 0.9.3
Post by: Katsumi on January 17, 2019, 11:44:07 AM
Sylphon RnD - Update 0.9.4
- The Sylvetra's nanobots have had their metal-to-ammo gain rebalanced; they are now slightly better at refilling high-ammo weapons and slightly worse at refilling low-OP weapons (most notable on Reaper-like torpedoes)

Haha, the longer I wait to work on ICE the more all of its old specialties will look like they've been plagiarized from newer mods.

Don't feel bad. It's okay to occupy the same niche as something else, and it doesn't really matter who did what first. As long as you do something and do it well, with heart and creativity, you're still enriching the game with variety. Heck, I'd use ICE and Sylphon R&D even if their ships had the exact same gimmicks and stats, just because I love their respective looks and flavor.
Title: Re: [0.9a] Sylphon RnD 0.9.3a
Post by: Nia Tahl on January 18, 2019, 03:17:11 PM
patch 0.9.3a

Quick bugfix patch to fix a crash with shield bypass (probably)
Title: Re: [0.9a] Sylphon RnD 0.9.3b
Post by: Nia Tahl on January 18, 2019, 03:32:03 PM
hotfix 0.9.3b

Fixed a fix, don't ask >_>
Title: Re: [0.9a] Sylphon RnD 0.9.3b
Post by: Wyvern on January 19, 2019, 03:22:21 PM
The Catora class frigate is painfully light on ordnance points; you can't even make its 'standard' variant without level three loadout design, and it certainly doesn't have the spare room for hull mods or high-performance weapons that other "advanced" frigates tend to.  For comparison, the Catora has 50 OP & 8 small weapon slots; the Lasher - pretty much the definition of "not an elite combat frigate" - has 55 OP & 7 small slots.  Despite this, it's actually still a decent very-early-game frigate, capable of holding its own against pirate frigates and destroyers - but by the time you can actually purchase this ship, there are better things to spend your credits on.
Title: Re: [0.9a] Sylphon RnD 0.9.3c
Post by: Nia Tahl on January 19, 2019, 03:56:01 PM
here's another update, mainly reworking the Valestri mount layout a bit

(https://imgur.com/MqJ7jUk)


I'll have a look at the Catora maybe, Wyvern
Title: Re: [0.9a] Sylphon RnD 0.9.3c
Post by: Euphytose on January 19, 2019, 04:07:39 PM
Do we need to wipe the mod before we install another version or can we just replace with the new files?
Title: Re: [0.9a] Sylphon RnD 0.9.3c
Post by: Nia Tahl on January 19, 2019, 04:29:35 PM
always delete old versions before installing a new one. Goes for all mods.
Title: Re: [0.9a] Sylphon RnD 0.9.3c
Post by: Euphytose on January 19, 2019, 04:58:08 PM
Alright.
Title: Re: [0.9a] Sylphon RnD 0.9.3b
Post by: FreedomFighter on January 19, 2019, 11:06:37 PM
hotfix 0.9.3b

Fixed a fix, don't ask >_>

What if I "desire" to know more  :P

Please don't sacrifice me to nullspace god.
Title: Re: [0.9a] Sylphon RnD 0.9.3c
Post by: Nia Tahl on January 20, 2019, 03:35:09 AM
just adding in a missing keyword
Title: Re: [0.9a] Sylphon RnD 0.9.3d
Post by: Nia Tahl on January 23, 2019, 10:43:35 AM
New update with a couple of fixes and slight balancing adjustments.

...and also some tweaks to the Sylphon paintjob to make it possibly easier on the eyes. Will update the previews in the first post at some point, but for now here's an example:

(https://imgur.com/URHi45b.png)


Changelog:
Spoiler
0.9.3d
Additions:
- Added Vesperon support

Changes:
- Changed the Sylphon paintjob some

Balancing:
- Readjusted DP values for multiple ships

Bugfixes:
- Fixed broken MagicLib check on game load
[close]
Title: Re: [0.9a] Sylphon RnD 0.9.3d
Post by: Sabaton on January 24, 2019, 04:42:38 AM
 Hands down one of the best mods I've seen for this game, and I've been around since Corvus was the only system...

 But imo there are some ship variants that could be merged, changed or removed, here some examples:

 1.The Balance Unto All and 2nd Null Flagship would make a good combination, merging both to create the Sylphon battleship would make a better encounter than fighting special variant 1 and 2.

 2.The standard Rakia barely has any crew requirement/capacity, so a crew-less variant is superfluous. Either increase crew requirement or (imo a better approach) leave only the automated version, because AI phase cruisers are extra spooky and you wouldn't trust silly humans to crew an engineering jewel.   

 3.Automate the Valestry (ORN) version, or better yet automate all the ORN versions.

 4.Give the Cieve an Apocatastasis (curious soul+scanner=obvious) and change its synergies to universals.

 5.The Celika Ultra class increases its booster by 20% up to 100%, contrary to the description.

 6.The Synastry EWAR cruiser is a good concept applied to a bad ship class. You want such a specialized ship to be fast and quick to exploit breaches, something the vast majority of cruisers aren't good at. My advice would be to get rid of that variant and make an EWAR destroyer of sorts.

 Well those were my 2 cents, congrats on an awesome mod, looking forward to more of your work.
Title: Re: [0.9a] Sylphon RnD 0.9.3d
Post by: Nia Tahl on January 24, 2019, 05:25:05 AM
1. ORN skins aren't in the campaign. They were just special fights for the Gladiator Society bounties I had. I'll probably get rid of them entirely sooner or later

2. There are a number of sylph core requiring hullmods in the works. One of them already exists. These will be the primary reason for upgrading to SC variants on some of the ships. It's also simply a matter of uniformity. Any military sylphon design can be upgraded with a sylph core, simple as that.

3. See 1. Not to mention automated ORN-ships wouldn't make sense lore-wise since the whole point of them is that they are manned by religious fanatics.

4. No, the Cieve is distinctly a pure combat modification of the Synastry chassis

5. Incorrect. The interface displays the activation level of the booster. 100% meaning the booster is operating at 100% of its overdrive power which equals a 50% speed boost. I'll reword it for clarity though. The Hullmod description is correct though.

6. Not gonna happen. The way the Synastry is meant to be used is to exploit weaknesses it creates with other ships, not to mention I like the ship and won't cut it. As an additional note I should mention that the intention for the Synastry is to have a different system which will push it more towards intended role as a passive support craft that boosts ships around it as part of a solid fleet formation.
Title: Re: [0.9a] Sylphon RnD 0.9.3d
Post by: Sabaton on January 24, 2019, 05:45:37 AM
 1.Hmmm, I though I just missed the ORN variants in the campaign (I use lots of mods), guess that shoots down everything I said about them. ::)

 2.Oh....yeah the difference between description and hud stats threw me off.

 3.So the Synastry hasn't reached its final form, interesting.

Title: Re: [0.9a] Sylphon RnD 0.9.4
Post by: Nia Tahl on January 30, 2019, 06:50:12 AM
Update 0.9.4 - Tournament stuff here

So this is mostly some balancing adjustments related to the current tournament. Also changes the Silverhead to use a Sylphon version of a phase skimmer since AI wouldn't use the nullspace skip well at all, so it's getting a new system till that can be fixed.

Also changed the Sylphon engine colour for a more varied colour palette.


Changelog:
Spoiler
0.9.4
Changes:
- New engine colour for most ships
- Changed Silverhead to skimmer system due to various issues with nullspace skip

Balancing:
- Adjusted a few more ship prices
- Lowered Rakia flux capacity from 18000 to 14000
- Improved Harrow's tracking ability

[close]
Title: Re: [0.9a] Sylphon RnD 0.9.4
Post by: Starareo on February 06, 2019, 01:47:22 PM
Is anyone having an issue where you learn a Sylphon hullmod but it doesn't show up on the refit screen? When I console command in another blueprint to try, it says already learned, but the hullmod is still not showing up. Only happens occasionally, but usually leads to a restart because I use Sylphon hullmods on a lot of ships.
Title: Re: [0.9a] Sylphon RnD 0.9.4
Post by: Wyvern on February 06, 2019, 01:54:12 PM
Is anyone having an issue where you learn a Sylphon hullmod but it doesn't show up on the refit screen? When I console command in another blueprint to try, it says already learned, but the hullmod is still not showing up. Only happens occasionally, but usually leads to a restart because I use Sylphon hullmods on a lot of ships.
The closest I've seen is an issue where sometimes a hull mod category defaults to being toggled off, resulting in it not showing up until I toggle everything off and then back on.  I think I recall reading somewhere that that would be fixed for starsector 0.9.1, though, and it's easy enough to work around in the meantime.
Title: Re: [0.9a] Sylphon RnD 0.9.4
Post by: solardawning on February 18, 2019, 07:05:51 PM
As of a few updates of this mod ago, the Sylphon experimental hullmods as well as the nullspace conduits for non-sylphon ships no longer appear in the modspec list in the refit screen. I assumed the mod creator had decided to remove them.
Title: Re: [0.9a] Sylphon RnD 0.9.4
Post by: Wyvern on February 18, 2019, 08:22:31 PM
I can verify that what you're describing does not happen for me, with the latest version of Sylphon.  Either you've got the "Sylphon RnD" category of hull mods turned off in the listing, or one of the other mods you have installed is interfering.  An easy way to test: go to any of the missions, where all hull mods are unlocked.  Click on 'Add' to get to the hull mod UI.  Down below the list of hull mods, click on the button labeled "Sylphon RnD (4)".  See if the mods show up.
Title: Re: [0.9a] Sylphon RnD 0.9.4
Post by: solardawning on February 18, 2019, 08:48:19 PM
You're right! Sylphon R&D has the only hullmods tagged with a manufacturer, so it's being subjected to the same (vanilla) bug that happens with the ship building list- when you unlock a new category of (thing), it starts off disabled. So since Sylphon hullmods have a different manufacturer tag, players won't ever see them unless they manually enable that category.

So I suspect that a few updates back is when the mod creator set them to that category, which is why Starareo and I thought they were removed- they stopped showing by default in the list (and are now the only thing hidden by default).
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on February 21, 2019, 01:02:50 PM
Little update with some more changes and bugfixes. Download link in first post.

Changelog:

Code
0.9.4a/b
Changes:
- Trails on Sylphon weapons are now considerably less CPU/GPU intesive at excessive time slowdown/speedup, at the cost of small amounts of visual pop-in at those moments for very fast projectiles
- Added Ambush Spec hullmod to Dread Eagle, boosting active vent rate by 50%
- Increased Dread Eagle flux capacaity from 16000 to 18000 and reduced dissipation from 500 to 400
- Changed Paja to be magazine-based

Bugfixing:
- Fixed some errors regarding the Frelia's convertable hangars
- The Drone Carrier hullmod now properly sounds an error when mounting incompatible LPCs
- Fixed Sylvetra crash error
- Fixed chain-lightning style weapons such as the Clemency Ping triggering multiple times if the ship moved fast enough

Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on February 22, 2019, 02:00:41 AM
If you downloaded the update prior to this message, please redownload. Forgot to remove a reference to Tahlan Shipworks assets so it will crash if you don't have that mod. File is fixed now, my apologies.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: alphald on February 24, 2019, 06:32:41 PM
Very exquisite! But the balance is not good.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on February 24, 2019, 06:53:31 PM
Very exquisite! But the balance is not good.

Care to elaborate? I'm currently in the middle of a balance pass on some things so more input is always welcome.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Euphytose on February 25, 2019, 01:27:54 AM
Personally I think the Dread Eagle is a bit too good. It almost feels like a bigger Hyperion.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Blothorn on February 25, 2019, 10:00:02 AM
It's also a more expensive than a Hyperion, and its long cooldown on the teleport means you need to be careful where you jump to. It's an excellent flanker, but lacks the mobility to hit-and-run into difficult positions.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: FreedomFighter on February 25, 2019, 10:37:11 PM
It's also a more expensive than a Hyperion, and its long cooldown on the teleport means you need to be careful where you jump to. It's an excellent flanker, but lacks the mobility to hit-and-run into difficult positions.

AI also quite bad at it and doesn't account for escape plan. It is a good player ship if you know what you're doing and quite powerful due to large flux, sturdy, and project high firepower thank to the large slot.

The only ship that made me raise my eyebrows everytime I using it is the Rakia. It should be super rare to appear or make it as one of the kind ship. Usually, if phase ship got caught out in the open it is likely to die but Rakia has Armor Polarize which reduce damage intake by 90% and you can nullspace back once it ran out. You can use that to bait enemy shot too or bait their missiles/torpedos.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: lethargie on February 26, 2019, 06:10:49 AM
I only played in 8.1, but the rakia was by far the most annoying ship i have ever met.

I was doing the gladiator bounty where it appear and I had to restart several time. This thing was not catchable, I would wipe the entire fleet and it would escape, barely damaged. I did not have tons of fighter mind you. And I managed to destroy it once I bought and equipped several dedicated fast carrier with decent speed fighter.

Nevertheless, I do not think it was intended to be a normal occurrence, so I guess its fine if it's a bit op.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on February 26, 2019, 09:41:22 AM
The Rakia is meant to be a supership and rare. It's probably a bit too common right now, but I'll make some adjustments to that in the next patch.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Flix on February 26, 2019, 11:26:26 AM
Very exquisite! But the balance is not good.

Care to elaborate? I'm currently in the middle of a balance pass on some things so more input is always welcome.


The dread eagle is way too good. It has mobility that put almost any frigate to shame. I can down onslaughts with it easily. I think the long distance null skip jump thingy has too much range. I know its more fragile than a normal eagle but I don't think that compensates its super mobility + "firepower right into your ass" capabilities. That said it's really fun to pilot.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Wyvern on February 26, 2019, 11:41:28 AM
The dread eagle is way too good. It has mobility that put almost any frigate to shame. I can down onslaughts with it easily.
An unsupported Onslaught dies to anything with a decent mobility advantage; being able to easily kill Onslaughts is not really something to brag about.  It's also been my experience that the Dread Eagle is only really good as a player flagship; like any ship with a teleporter, it has a tendency to over-extend and die under AI control.

Which is not to say that the balance there is necessarily perfect, but I'd suggest trying a few other high-mobility cruisers before calling for nerfs here; the Dread Eagle is weaker than an Aurora or a Doom or any of a number of mod-added cruisers; in many circumstances, I'd even take a SO Dominator over a Dread Eagle.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Blothorn on February 26, 2019, 12:16:33 PM
The dread eagle is way too good. It has mobility that put almost any frigate to shame. I can down onslaughts with it easily. I think the long distance null skip jump thingy has too much range. I know its more fragile than a normal eagle but I don't think that compensates its super mobility + "firepower right into your ass" capabilities. That said it's really fun to pilot.

The Dread Eagle has excellent burst mobility, in that it can move within the range of the teleporter quite quickly. But its non-system mobility is pretty pedestrian, even by cruiser standards, and the system cooldown is quite long--it can't jump into the middle of a fleet and expect to make it back out. (And since the system takes quite a bit of flux, it can't use it as a panic-button escape; if you can flux it out it is relatively immobile.)

So yes, it is a great flanker, able to exploit vulnerabilities in enemy positioning and support--but it is nowhere near as mobile as a frigate in practical terms.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Shad on February 26, 2019, 01:03:27 PM
Balance wise, am I missing something or is Disavowal amazingly good? A PD burst beam with 0.34 flux/damage, which is far above other PD weapons.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on February 26, 2019, 01:25:31 PM
Disavowal currently has an error in the config files causing it to have that silly efficiency. Will be fixed next patch, too
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Shad on February 27, 2019, 12:56:55 AM

The Dread Eagle has excellent burst mobility, in that it can move within the range of the teleporter quite quickly. But its non-system mobility is pretty pedestrian, even by cruiser standards, and the system cooldown is quite long--it can't jump into the middle of a fleet and expect to make it back out. (And since the system takes quite a bit of flux, it can't use it as a panic-button escape; if you can flux it out it is relatively immobile.)

So yes, it is a great flanker, able to exploit vulnerabilities in enemy positioning and support--but it is nowhere near as mobile as a frigate in practical terms.
I noticed that the AI-controlled dread eagle is very prone to going into a death spiral vs even light fighters, where it tries to move back out, but is hard pressed on flux so can't properly use its PD. It tries it again, and again, losing a bit of hull at a time. A few times I would look on the tactical map and find the DE in a corner on half hull getting taken apart by a single squardon of broadswords.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Blothorn on February 27, 2019, 09:56:39 AM
I think the Raphiel Pod still needs some tuning. Its burst size is sensible, but it has a quarter the refire delay of a Sabot Pod (for 520 DPS vs. 230). This means that it can keep an enemy under near-continuous fire with no time to drop shields--and taking the 600-damage projectiles on armor is punishing. In some tests a Falcon (P) with four Raphiel pods could solo almost anything without fortress shield or multiple flaks--up to and including a Chronos, even without any help from anti-armor weapons.

I would propose (ideally both, but I think at least one is necessary):
- Halve damage, reduce HP somewhat, and double burst size/ammo, to reduce effectiveness against armor.
- Increase refire delay--at least double it in conjunction with the per-shot damage reduction, or increase it even more if it keeps its strength against armor.

I think it will still be a very dangerous weapon after these changes--it is very reliable with good range and guidance--but with these changes it would not stand on its own so well, requiring some other means of punishing a target for lowering its shields.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Shad on February 27, 2019, 10:45:18 AM
I would not say reducing Raphiel damage is a good idea, the total DPS is per missile is actually higher for Sabots already. Sure, sabots are less good against armor, buth they also do more total and EMP damage. It's actually better to compare the missile to the harpoon

What is an issue is that the missile is allegedly based on the harpoon, but has more ammo (20 vs 12), fires 50% faster (6 sec vs 9 sec) and the missile flies a lot faster. Which makes it a straight-up upgrade. These advantages either need to be reduced, or there needs to be some other offset.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Blothorn on February 27, 2019, 10:59:24 AM
The Sabot is absolutely the right comparison for the Raphiel because both are kinetic--for missiles especially, kinetic and HE damage need to be balanced differently. (And "Which makes it a straight-up upgrade" is rather laughable; the Raphiel is vastly worse than the Harpoon in the Harpoon's primary role.)
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on February 27, 2019, 11:38:38 AM
okay, Raphiel now does 1 damage

More seriously, though, maybe try thinking your ideas through about doubling the burst size and halving the damage of a missile that comes in a rack of 3, Blot. Gonna rework the missile anyhow, probably tripling burst size and lowering damage accordingly.

Also, comparing the missile to a harpoon when it's a kinetic missile is really speaking towards your intelligence there, Shad. Learn the difference between lore and mechanics.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Wyvern on February 27, 2019, 11:58:40 AM
I will admit, my first encounter with the Raphiel missile was in its bomber-launched version, where I couldn't see that it was kinetic damage type; I was very confused as to why it didn't seem to be doing much to armor...
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Blothorn on February 27, 2019, 12:04:36 PM
My apologies; I haven't seen the small in ages and forgot it was a rack of three. Tripling the burst size is sensible.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Shad on February 27, 2019, 12:34:32 PM
The Sabot is absolutely the right comparison for the Raphiel because both are kinetic
They not kinetic, they are Kinetic + EMP. And that's where similarities end. Sabot is an EMP slow short range missile which splits into submunitions, where EMP damage is the big goal, while the kinetic damage is the bonus. Sabots can be uses as anti-shield, but only because vanilla does not have anything else. Raphiel is a fast mid range conventional missile which tries to overload shields while while EMP is the bonus if the enemy tires to armor tank it. The closest vanilla equivalent would be the Squall, since it has similar range and missile behaviour (but again, not directly comparable since squall is a Large slot weapon).
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Silver Silence on March 01, 2019, 12:54:48 AM
Hey there, Nia

Just wanting to post about a quirk I've noticed while flying the Metafalica for a while. I seem to be having a consistent thing wherein the Metafalica's guns are failing to track targets that are moving laterally across their field of view while the ship is in motion. Case in point (https://gfycat.com/victoriousillegalfly). The ship being in motion is an important aspect as bringing the ship to a stop allows the guns to hit all the time. I want to say that autofiring AI doesn't account for Sylph engineering witchcraft that allows them to speed up while cruising in straight lines. I disabled the AI on this frigate (https://gfycat.com/ajarofficialcoati) so that it stopped moving and until I slow the Metafalica down, it repeatedly but narrowly misses when going over the ship's usual 60su combat speed thanks to Sylph engineering. When I slow down, the issue immediately resolves itself and the Metafalica lands its hits. I am amusingly getting a lot of friendly fire incidents because of this as my ship thinks its safe to fire and hit then barely misses and dumps energy bolts into some friendly flanking frigate. Thankfully this isn't an X game where the whole sector turns red because I nicked a M5 one time with turrets. I would imagine this could happen with any Sylph ship but as the use case seems to be in having an edge in running down ships you give chase to, those targets are barely moving side to side compared to when the Metafalica is orbiting a target to allow for broadside fire.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on March 01, 2019, 04:36:38 AM
Nothing to do with the hullmod. It's just vanilla's aiming AI being stupid and there's nothing I can do about that. You'll get the same results if you remove the hullmod. Best advice I can give is to aim the broadside guns yourself.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Wyvern on March 01, 2019, 08:49:48 AM
I believe that's an issue with using the ballistic-as-beam tag on the weapons, which causes the motion of the firing ship to continue to interact with the weapons' trajectories while they're in flight.

(That said, I'm not in front of the game right now, which makes it hard for me to double-check this statement.  I think I got that right?)
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on March 01, 2019, 09:11:31 AM
The shots on those cannons are spawned as normal ballistic projectiles and 2 of the 3 ammo types are ballistic. All of them are equally affected by the issue and it's simply a case of the autofire AI not accounting for lateral motion of the ship properly.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: solardawning on March 01, 2019, 11:51:39 AM
What Silver is reporting is actually the biggest reason I prefer the Replekia over the Metafalica. Any guns you install in the Replekia (whether Sylphon large energy weapons or ones from vanilla or other mods) do NOT have this problem with tracking targets.

This problem is unique to the Metafalica's weapons.
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Nia Tahl on March 01, 2019, 03:26:56 PM
So Nicke and I did a bunch of code digging to see if there was an issue with the script and we eventually stumbled upon a funky little script interaction that caused the Phira projectiles to be misaligned. Next patch will give the Metafalica's guns the intended accuracy. Turns out it actually wasn't just the AI being incompetent.

Spoiler
(https://imgur.com/wlFaD5g.png)
[close]
Title: Re: [0.9a] Sylphon RnD 0.9.4b
Post by: Wyvern on March 01, 2019, 03:38:52 PM
Nice!  Thanks for taking the time to look into this; I'll be glad to have it fixed - the Metafalica is one of my current favorite flagships.
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Nia Tahl on March 01, 2019, 03:43:17 PM
And here's the patch to fix the Metafalica's guns, alongside a bunch of balance changes.

Bunch of nerfs to a couple of balance outliers.

Changelog:
Spoiler
0.9.4c
Changes:
- Reworked Raphiel to fire in larger bursts with lower per-missile damage. Less effective against armour now, but gained a bit more firepower against shields.

Balancing:
- Lowered Adloquium's per-shot damage and lowered refire delay to make the burst damage less abusive
- Lowered Catharsis armor and shield values
- Lowered Disavowal range by 50su and fixed flux values
- Lowered Celika's dissipation from 300 to 250 and shield efficiency from 0.7 to 0.9
- Removed Exalt ammo regeneration and upped base ammo to compensate (subject to further change depending on how they perform)
- Halved RoF for Celemency pulse
- Changed the Catharsis' missile battery to fragmentation damage

Bugfixes:
- Fixed an issue with the Metafalica's guns that caused them to fire off-target
- Fixed an issue with the Metafalica's burst rounds that caused them to sometimes reorient

[close]
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Shad on March 02, 2019, 02:03:47 AM
A lot of very nice changes. Fixes to Metafalica make it easier to control without doing 5 things at once. Raphiel can help in overloading frigates quickly. Disavowal no longar has insane flux efficiency. Adloquium is no longer a "boom headshot" instakill weapon.

Catharisis got hit by the nerf hammer very hard. A nerf to both weapons and survivability. It is still a 24 OP 1/wing fighter. While vanilla doesn't really offer a similar fighter, at 25 OP level there's a strong competition in other mods, such as Tyrador's and Neutrino's (not to mention the cheaper Wanzers like Valiants). The old Catharisis was a little too good compared to them, but the new one is firmly behind.

Sad to see Exalts be nerfed into irrelevance. They were one of my favorite missiles. But the AI has no clue how to properly use the variable damage, so starts firing from 4000 away. By the time it gets close most of its ammo is wasted. Before, you had the reloads to give an occasional salvo throughout the battle, now, they are just dead weight. And considering they are some the most expensive missile systems in the game at 7/14/28 OP cost, they are just not worth putting on ships.

Just to compare: Hurricane MIRV and new Exalt 12 both give 10 salvos a mid-range. Hurricane give 500x9 HE damage. Exalt will give 100/200/300 x 12 HE Damage, making it worse even at point blank (especially considering the lower armor penetration), and much worse at longer ranges. MIRVs are also harder to dodge/counter with PD. And MIRV is cheaper.
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Nia Tahl on March 02, 2019, 03:51:56 AM
Both Exalt and Catharsis nerfs are very much the nuclear option right now. I'll bring both up in power till they feel reasonable. Exalts will see a major OP discount probably and get some more ammo.
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Iota Latte on March 04, 2019, 02:33:20 AM
Huston, we have a problem!
A null pointer exception was caused by Sylphon RnD 0.9.4c

starsector.log
57298 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
starsector.log END

known updated mod in same time
-LazyLib 2.4d
-MagicLib 0.23 RC3
-Neutrino Corp 1.85 RC3&RC4
-Tahlan Shipworks 0.3.3d

All the mod I have installed:
-Approlight(pretty new)
-Combat Chatter
-Common Radar
-Console Commands
-Dassault-Mikoyan Engineering
-DIABLEAVIONICS
-DisassembleReassemble_v1.6.5
-GraphicsLib
-LazyLib
-Legacy of Arkgneisis
-Lightshow
-MagicLib
-Neutrino corp
-ORA
-PlanetaryShieldAccessControl
-Ship and Weapon Pack
-sylphon
-tahlan
-UnknownSkies
-UpgradedRotaryWeapons
-Version Checker

Just told me if you need any more info  ;)
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Nia Tahl on March 04, 2019, 05:25:06 AM
There's literally nothing in that error that indicates it was caused by my mod. In fact I can't say which mod caused it at all since it's an entirely unspecific error.
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: LoweN on May 10, 2019, 07:28:32 PM
Hi, I just started playing 0.9.1a - it seems like there's a new (?) bug (I think with this mod?) - whenever I have Sylvian ships under AI control either mine or enemies, campaign, mission, or simulator, it causes the game to crash with the following error in starsector.log:

304311 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It can take a little while to happen, it seems like the ships need to have enemy on sensor contact.

Running a ton of mods but I think it's due to this one because it's always/only Sylvian ships that do it, so far at least.
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Lawkey on May 10, 2019, 10:09:21 PM
Hello,I am one of the translators of your mod (to Chinese).The predecessor translated "nullspace" as the meaning like "zero dimension space".but I don't think it's appropriate.I think "nihility space"might be better.Please tell me which is better .Thank you.
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Nia Tahl on May 11, 2019, 03:39:48 AM
@Lawkey:
Technically both translations are fine, really. The way it should be understood is as "nothing space" since it's a space/dimension with nothing in it

@LoweN:
I'll see if I can figure out what's up with that.
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Nia Tahl on May 11, 2019, 03:59:07 AM
alright, found the error. I'm adding a download for a preliminary update to the first post
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: JustinCase on May 14, 2019, 02:10:45 AM
Hi, I just started playing 0.9.1a - it seems like there's a new (?) bug (I think with this mod?) - whenever I have Sylvian ships under AI control either mine or enemies, campaign, mission, or simulator, it causes the game to crash with the following error in starsector.log:

304311 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It can take a little while to happen, it seems like the ships need to have enemy on sensor contact.

Running a ton of mods but I think it's due to this one because it's always/only Sylvian ships that do it, so far at least.

The bug is still there. I used the 0.9.4c version. It is appeared when I attacked this enemy fleet.: SRD_Mariana_cargo, SRD_Buffalo, SRD_Furika

Spoiler
168936 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Nia Tahl on May 14, 2019, 03:02:03 AM
Try reading my previous post maybe?
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: rosamy on May 14, 2019, 04:02:06 AM
I decided to grab the preliminary update, but am still having crash issues specifically with Sylphon ships, specifically when enemies are detected by sensors during combat. Issues only started after moving to 0.9.1a, and only with Sylphon Ships.

3200585 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Modlist:
Lightshow
Arsenal Expansion
Autosave
Celestial Mount Circle
Combat Chatter
Common Radar
Dassault-Mikoyan Engineering
Diable Avionics
Gladiator Society
Hazard Mining Incorporated
High Tech Armada
LazyLib
Leading Pip
Legacy of Arkgneisis
MagicLib
Neutrino
Nexerelin
Outer Rim Alliance
Portrait Pack
Scy Nation
SkilledUp
Sylphon
Tyrador Safeguard Coalition
Underworld
Unknown Skies
Upgraded Rotary Weapons
Version Checker
Vesperon Combine
GraphicsLib
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: Nia Tahl on May 14, 2019, 04:14:58 AM
Are you sure you clicked the right download link? the file should be Sylphon_0.9.5_DEV.zip

That particular bug should be fixed in that version. I've marked the preliminary update link more clearly in the first post.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5 (preliminary update)
Post by: Nia Tahl on May 14, 2019, 04:21:24 AM
*** it, just removed the old version's link and kept only the preliminary update link in the first post to avoid confusion
Title: Re: [0.9a] Sylphon RnD 0.9.4c
Post by: rosamy on May 14, 2019, 05:40:51 AM
Are you sure you clicked the right download link? the file should be Sylphon_0.9.5_DEV.zip

That particular bug should be fixed in that version. I've marked the preliminary update link more clearly in the first post.

Yeah, even downloaded it a second time and reinstalled the mod again to make sure after it crashed the first time. I'll see if it ends up being something with compatibility on my end.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5 (preliminary update)
Post by: Nia Tahl on May 14, 2019, 06:08:58 AM
Could you give me a list of the sylphon ships involved? Gonna double-check if I missed something
Title: Re: [0.9.1a] Sylphon RnD 0.9.5 (preliminary update)
Post by: rosamy on May 14, 2019, 06:57:32 AM
Could you give me a list of the sylphon ships involved? Gonna double-check if I missed something

Sorry for the delays, it's a bit late for my schedule.

The ones I've tested are:
Furika, Catora, Tarima,and Eolia in one engagement from campaign, and then Deadeye, Sylvetra, Seresvalla, Iridescent, Raging Heart, and Omega Aeterna in the testing mission.

Edit: I'm wondering if it's something to do with the Fighter wings? I did a test without any carriers, but still had AI ships and was able to play.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5 (preliminary update)
Post by: Nia Tahl on May 14, 2019, 07:08:43 AM
Did you have a wanzer wing?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5 (preliminary update)
Post by: rosamy on May 14, 2019, 07:20:30 AM
No, the carrier in campaign has two Myrigo and one Sadri, and the one I used in the ship test was the stock settings.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5 (preliminary update)
Post by: Nia Tahl on May 14, 2019, 07:29:01 AM
Aaaaah, I found it. Uploaded a fix.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5 (preliminary update)
Post by: rosamy on May 14, 2019, 05:30:37 PM
Just got around to testing it and everything seems to work fine now. c:
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Transuni on May 18, 2019, 11:20:55 AM
This kind of comment is unacceptable. - LW
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nia Tahl on May 18, 2019, 11:23:31 AM
So don't use it. No need to be a prick about it.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Mr. Nobody on May 18, 2019, 12:25:39 PM
[Obligatory "It's CURRENT YEAR check you're privilege" post]
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Shoat on May 18, 2019, 01:16:45 PM
[Obligatory "purple is the objectively best color what the heck is wrong with you?" post]
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Hellya on May 18, 2019, 11:15:31 PM
I am totally confused with this faction.

I love the graphics, just amazing!

I don't get how to play though. They are squishy and don't have a lot of staying power. Yet they don't have high damage weapons, more of a dot sorta faction. What makes these guys tick? Do i spam fighters?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nia Tahl on May 19, 2019, 03:38:43 AM
The faction has a number of very tanky ships that you'll want to use as your frontline. This includes some ships with very strong shields and also a few ships that are very armour-focused like the Valestri. Combine those with strike ships like the Dread Eagle for a balanced fleet.

The faction-specific boost to energy weapon efficiency also means you'll want to be aggressive to take advantage of this. Carrier-spam is something I'd advise against. Sylphon carriers serve more of a supportive role.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Hellya on May 19, 2019, 11:34:27 AM
Okay Nia, I will have to pay closer attention to the varied ships. Your mod would appear to be more diverse than others. Very cool. I thought it was sort of like tri but with really cool purple ships.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nia Tahl on May 19, 2019, 04:36:49 PM
Be sure to look out for the Sylphon prototype hullmods, too. They offer some really powerful effects.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Bastion.Systems on August 02, 2019, 02:26:04 AM
"Networked Targeting Linkup" hullmod does not have the "Sylphon RnD" tag.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Wyvern on August 02, 2019, 10:07:13 AM
So, a while back you'd asked for places where this faction departs from vanilla balance.  Here's one: it has two decently effective large energy weapons with a range of 800.  This makes those two guns my go-to options for large energy slots on other faction's ships (as well as on Sylphon ships).

Part one of fixing this is just dropping the ranges on those guns to 700; I think that's all the change the weapons need - the rest of their stats seem to be sufficiently in-line with vanilla options.

However, this leaves the larger Sylphon ships under-ranged compared to what they were designed for.  And, as far as I can tell, there's no way to make a hull mod that specifically boosts range for just "large non-beam energy weapons", which means there's no good way (that I can come up with right this second, at least, perhaps you'll have some brilliant notion I didn't think of) to give just those two guns an extra bit of range when installed on Sylphon hulls.

The best I can come up with would be adding in a second built-in hull mod to certain ships (Etrika, Valestri, Synastry, Frelia, Equilibrium, Replekia, and maybe also the Catora?)* that boosts energy weapon range by 125/135/155/175 (based on ship size - numbers picked to be equivalent to what you'd get from +100 range on the base weapon with ITU and Gunnery Implants).  Maybe also make it lock out use of Advanced Optics so you can't stack it for extreme-range beams?
That does, however, have the notable balance change of boosting range of small and medium energy weapons on those hulls.  Personally I don't think that's necessarily a bad thing... but it is a notable change none the less, and may not be what you want.

* Edit: Note that I deliberately left both the Dread Eagle and the Seresvalla off of this list; both of them are high-mobility hulls that fall in line with the standard vanilla high-tech doctrine, and I don't feel that they need the extra range.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nia Tahl on August 02, 2019, 01:39:21 PM
short answer: no

long answer:
just because the two non-beam large energies don't have a longer range than 700 doesn't mean a weapon with more range that can't exist. The longer-ranged energies in Sylphon fulfill different roles from their vanilla options. They have neither the raw output of a plasma cannon nor the insane burst of an autopulse laser. If you can't put those weapons to good use, that's not my problem, but there's plenty of reasons to use them.

your suggested "solution" is also stupid since it's just a needlessly complicated fix for a problem that doesn't actually exist and only messes with the overall balance of every single ship you intend to put it on.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: SCC on August 02, 2019, 02:11:09 PM
Long-range energy weapons are an issue with most mods, I think. Range is such an important statistic (especially on slower, larger ships, like those with large energy guns) that it's often prioritised over everything else.
And Nia has a fetish for giving all energy weapons some EMP component the last time I checked.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Wyvern on August 02, 2019, 02:17:04 PM
While it's true that non-beam large energies with longer than 700 range can exist without being wholly out of balance with vanilla*, neither of the guns in Sylphon are balanced at 800 range.

Let's consider a hypothetical universe where both of those guns are reduced to range 700 with no other changes.  Would they still be worth using with their current stats?  Well, yes.  Not 100% of the time, of course, but even a "go-to" option isn't "mount this 100% of the time".

* For an example of long-range energy weapons that aren't notably outside of vanilla balance, look at ORA, or the Obusier Shock Artillery from DME.  There are a number of traits these guns have in common, but the biggest one is that they have a very low shot speed and a notable degree of inaccuracy, making it difficult to use them with kiting tactics, and leaving them with a definite weakness against small fast ships where the range advantage would otherwise prove to be overwhelming.  They're also very expensive weapons for their damage output, and, if reduced to standard vanilla ranges with no other changes, would not be able to compete.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nia Tahl on August 02, 2019, 03:46:39 PM
well, too bad, I'm not changing them. They are both perfectly fine at 800 range as far as I'm concerned. If I lower the ranges, it'll *** over all my ships and your suggested solution is crap.

Not to mention your comparisons make no sense. The Obusier is 800 range on a medium which is a massively greater range advantage for a weapon of that size compared to the minor range advantage of my weapons and pointing at ORA is utterly ridiculous when the Invocation Launcher is an absurdly powerful weapon that lets you kite for days.

Edit:
Honestly, this is a lose-lose situation. If I was to go with something like your solution, we'd suddenly have long-range autopulses which would open yet another problematic can of worms. Maybe I'll rework things at some point down the line in a more general manner, but no "simple" solution here will fix any perceived imbalanced without causing just as many new issues
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nanao-kun on August 02, 2019, 04:51:20 PM
I haven't seen any problems with range.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Harmful Mechanic on August 02, 2019, 06:33:36 PM
If you're going to use the Obusier as an example, part of the way I balanced it in terms of things like shot speed and DPS was treating it like a 1000-range Ballistic that just happened to do energy damage, then trimming down the range when that proved broken. I wouldn't hold it up as a paragon of balance; it probably does a bit too much per-shot damage, still.

I don't think 800 range on a large energy is nearly as problematic as it is on a medium, either; you can fit two on a Medusa and wreck serious face. Larges have a lot more balance leeway because as a rule, they're mounted on bigger, slower ships. 100 more range than a Plasma Cannon or Autopulse is easy to balance out with DPS, accuracy, shot speed, damage type, or OP cost.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Wyvern on August 02, 2019, 07:57:47 PM
Test platform: Sunder with no skills, 20 capacitors, 20 vents, ITU, stabilized shields, extended shields, hardened shields, choice of one large energy weapon.
Test 1: vs 1x balanced Hammerhead
Test 2: vs 1x close support Lasher, 1x standard Lasher
Test 3: same as test 1, but I put the Sunder under AI control.
I don't see any need to test versus the Lashers with AI control on the Sunder - the Lashers should beat that every time.

Test results:
Spoiler
ORA Invocation Launcher:
Test 1: Sunder wins, at no risk, though it costs the sunder nearly 200s of PPT.
Test 2: the Lashers win.
Test 3: Hammerhead wins, after the Invocation Launcher breaks due to low CR.

Adloquium Plasma Railcannon:
Test 1: Sunder wins, at no risk, and only 50 seconds of PPT.
Test 2: Sunder wins, at cost of ~30s PPT.  Moderate risk - while you're killing the first Lasher, the second one will push you pretty high on flux.
Test 3: Sunder wins, at no risk, costs ~180s PPT.

Purgatory Shock Cannon:
Test 1: Sunder wins, still at no risk, and still costing about 50s PPT.
Test 2: Sunder wins, at cost of ~30s PPT.  Risk about the same as with the Adloquium.
Test 3: Sunder wins, at cost of ~280s PPT - it doesn't get the kill until it pins the Hammerhead against the map edge, but it's never at any risk of taking damage.

Plasma Cannon:
Test 1: Sunder still wins, but requires some care in piloting as it can't just outrange the Hammerhead; cost me about 40s PPT, and was able to avoid taking more than trivial armor damage.
Test 2: Sunder wins, at cost of ~20s PPT.  Moderate risk, though no damage taken.
Test 3: Sunder wins, but down to about half hull and 44% CR.

Autopulse Laser:
Test 1: Still a tricky fight; was able to win without taking damage past shield, but it was close.  ~50s PPT used.
Test 2: Basically identical to the plasma cannon test, though I got a lot closer to taking damage on this one.  ~20s PPT used.
Test 3: Sunder wins, takes ~500 damage from a harpoon it didn't bother to shield, and costs ~100s PPT.
[close]

Now, is this a fair test?  No, of course not.  But it's still a useful one.

There are clear outliers here: against the Hammerhead, all three of the mod weapons I tested allow for victory with zero risk - the Sunder doesn't even have to put its shields up if you fly it right.  However, of those three, it's only Sylphon's guns that offer a reasonable kill time, neither far behind the much riskier fights with shorter-range vanilla weaponry.

Against the Lashers, by contrast, there's no option for a no-risk approach to the fight; whichever Lasher you focus on (it had better be the close support variant), the other will close in and attack.  For these fights, the vanilla weapons are understandably better: both offer better chances at killing one Lasher before it can get out of range and reset - the plasma cannon from raw DPS, the Autopulse from burst damage.

* * * * *

Based on this, though, I do have to revise my statement on why I consider the Invocation Launcher closer to vanilla balance than the Adloquium or the Purgatory.  It turns out it's not the shot speed that's the primary factor, it's the combination of a very low firing rate (so targets can lower shields inbetween shots) and extremely low armor penetration (so that it takes a large number of hits past shields to destroy even a frigate.)
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nia Tahl on August 03, 2019, 04:33:31 AM
Nice tests. Still don't give a damn.

Too bad your test parameters are garbage and cherry-picked
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Jaevwyn on August 03, 2019, 06:39:28 AM
Hi All,

Just fresh installed my game to play this mod, crashes on startup. Extract of log below, any suggestions? :(

17963 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.MagicVectorThruster
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Wyvern on August 03, 2019, 10:54:09 AM
Nice tests. Still don't give a damn.

Too bad your test parameters are garbage and cherry-picked
"Garbage" may be debateable - I'd be happy to consider what you think is a fair test - but they're definitely not cherry-picked; this is literally the first set of actual tests I tried.  If I were aiming to 'cherry pick' tests I'd have excluded the results with the Lashers, anyway.

I will also note that I have, since then, run some additional tests with a Paragon versus 2x Onslaught; these tests have offered no particularly definitive results, however, which suggests that - at least for that particular match-up - your claim of vanilla balance is effectively correct.  Then again, I'm not sure why I expected anything else; the Paragon isn't really suited to taking advantage of extra range.  Probably the other way around would be more interesting: comparing the difficulty of taking down a Paragon with 800-range energy weapons versus 700 range ones - but that's rather more annoying to set up, so I haven't done it yet.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nia Tahl on August 03, 2019, 11:07:56 AM
Hi All,

Just fresh installed my game to play this mod, crashes on startup. Extract of log below, any suggestions? :(

17963 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.MagicVectorThruster
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

Did you make sure to install all the required libraries? Looks like you're missing MagicLib.


@Wyvern:
I'm done arguing this topic. I have yet to encounter a case where my 800 range weapons are causing actual significant issues and have no intention of fixing an issue that I don't see. If it bothers you, don't use my mod, but in all my testing, neither of the two weapons has been problematic due to its range. The Adloquium could maybe use some more tweaks, but that is for entirely different reasons.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Jaevwyn on August 04, 2019, 03:24:04 AM
Hi All,

Just fresh installed my game to play this mod, crashes on startup. Extract of log below, any suggestions? :(

17963 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.MagicVectorThruster]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.MagicVectorThruster
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

Did you make sure to install all the required libraries? Looks like you're missing MagicLib.


Yes but incorrectly apparently, fixed it thanks... first time loading mods into this game :)
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: ValeriYo on August 04, 2019, 06:53:45 PM
For balancing I see why the Frelia has only 4 and to some points 6 slots for Wing Ships, but just for some experimenting reasons, do you know the file is located where I can change the Wings slots ?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: auhamas on August 07, 2019, 11:19:30 AM
so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: Nia Tahl on August 07, 2019, 11:56:34 AM
so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons

To quote the new description:
"Absorbs flux from nearby nullspace conduit equipped ships while active and fires energy blasts at any ships without nullspace conduits in an arc in front of it upon deactivation."

EDIT:

Updated the mod with some minor changes, including that updated description

Quote
0.9.5a
Changes:
- Added civilian grade hull to both Mariana variants
- Rewrote description for Seresvalla's system for better clarity

Balancing:
- Nerfed Rakia's flux stats across the board
- Lowered Rakia ppt from 360s to 300s
Title: Re: [0.9.1a] Sylphon RnD 0.9.5
Post by: auhamas on August 07, 2019, 12:08:33 PM
so far been enjoying the mod but can someone please explain wtf the seresvalla ships special ability do. As far as i can tell all it does is hard flux overloads your ship and diables all weapons

To quote the new description:
"Absorbs flux from nearby nullspace conduit equipped ships while active and fires energy blasts at any ships without nullspace conduits in an arc in front of it upon deactivation."

so basiclly for this ability to be relevant i have to have a all nullspace conduit fleet gotcha well i can safely skip this ship then
Title: Re: [0.9.1a] Sylphon RnD 0.9.5a
Post by: Nia Tahl on August 07, 2019, 12:14:26 PM
It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5a
Post by: Laxard on August 07, 2019, 12:26:21 PM
Quote
- Removed Exalt ammo regeneration and upped base ammo to compensate
I am fan of infinity ammo personaly.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5a
Post by: auhamas on August 07, 2019, 12:41:18 PM
It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.

yeah i just wish it had that something else for its special ability cause the design and layout is killer its just i dont want to use all sylphon ships since ive noticed that theyre the best in each ship category and i want to have some sort of challenge
Title: Re: [0.9.1a] Sylphon RnD 0.9.5a
Post by: Nia Tahl on August 07, 2019, 03:20:31 PM
It's designed to be synergetic with a Sylphon fleet or one that makes use of modular conduits, but can hold its own as an agile battlecruiser even without the system. Also works well when deployed with one or two sylphon ships as escorts that it can use the system with. For a capital that works just as well in a mixed fleet, though, the other 3 options will work better.

yeah i just wish it had that something else for its special ability cause the design and layout is killer its just i dont want to use all sylphon ships since ive noticed that theyre the best in each ship category and i want to have some sort of challenge

So you're saying the faction is overpowered then?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: Nia Tahl on August 07, 2019, 04:40:07 PM
Know what, here's a pretty wide-ranging balance pass that should lower the overall powerlevel of the faction to see how it plays out. If this works fine, then maybe the faction was too strong, if it ends up leaving them too weak, I can bring them back up as needed.

Full changes:

Quote
0.9.5b
Balancing:
- Lowered energy weapon flux discount from nullspace conduits to 10% and 5% for projectile and beam weapons respectively
- Ships:
   - Equilibrium base shield efficiency lowered from 0.7 to 0.8
   - Equilibrium dissipation lowered from 1200 to 1000
   - Replekia shield efficiency lowered from 0.9 to 1.0
   - Frelia shield efficiency lowered from 0.7 to 0.9
   - Silverhead shield efficiency lowered from 0.7 to 0.8
   - Furika top speed lowered from 140 to 110
   - Celika top speed lowered from 140 to 110
   - Ascordia top speed lowered from 110 to 100
   - Dread Eagle flux capacity lowered from 18000 to 16000
   - Valestri dissipation lowered from 650 to 600
   - Sylvetra shield efficiency lowered from 0.8 to 1.0
   - Synastry dissipation lowered from 700 to 600
   - Frelia dissipation lowered from 900 to 700
- Weapons:
   - Lowered Adloquium per-shot damage and increased rate of fire to reduce burst potential
   - Increased Embrace flux/shot from 45 to 50
   - Increased Radiant Dawn range from 850 to 1000
   - Lowered Purgatory range from 800 to 750
   - Lowered Adloquium range from 800 to 700
   - Increased Benison flux/shot from 300 to 330
   - Increased Zealot flux/shot from 20 to 24
   - Increased Zealot emp/shot from 10 to 20
   - Reduced Raphiel EMP damage from 200 to 100
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: Kayo on August 07, 2019, 05:56:00 PM
Heya! Fantastic mod in every way except one aspect - the combining of AI cores and ships. The idea on it's own it's fantastic in my opinion, but it was very underwhelming when I realized it didn't do anything other than making it not require any skeleton crew, especially with the disadvantages it brings. An AI core when chucked into a planet admin position grants lots of new perks along with the AI, combining ships and cores comparatively is more of a waste to use as it is. I was hoping you'd be willing to consider changing this aspect up, ideally I'd love to see the AI cores instead become the ship's officer, similar to the [REDACTED] ships, along with the perks that high level officers have.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: Wyvern on August 07, 2019, 09:04:55 PM
Kayo: I'd think that'd be a better fit for next patch of Starsector - see, for example, the descriptions of automated ships in this developer blog post (http://fractalsoftworks.com/2019/07/08/skills-and-story-points/).  While I, personally, would be happy to see more of an advantage from sylphon's AI core installation... I don't think it makes a lot of sense for Nia Tahl to spend too much time on something they'll get a perfect framework for in the next major Starsector patch.

Nia Tahl: It looks like this patch should be safe to use with an existing save?  If so, I'd be happy to play around with the ships/weapons and give you a write-up of my experiences with the revised numbers.  If not... well... I'll still get to playing around with it eventually, but I've got an in-progress save I don't want to discard.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: Kayo on August 07, 2019, 10:37:17 PM
Kayo: I'd think that'd be a better fit for next patch of Starsector - see, for example, the descriptions of automated ships in this developer blog post (http://fractalsoftworks.com/2019/07/08/skills-and-story-points/).  While I, personally, would be happy to see more of an advantage from sylphon's AI core installation... I don't think it makes a lot of sense for Nia Tahl to spend too much time on something they'll get a perfect framework for in the next major Starsector patch.

As it turns out I actually *just* got wind of that myself from a different user on here. :P I should get around to reading those more.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: nb8 on August 07, 2019, 10:43:34 PM
nerf? really? what ships was not good, they had bad little shields (frontal not 360) and it seems like you want the ships to be as scrap as SHY. This is my personal opinion, of course it does not coincide with the opinion of lovers of frigate and corvettes, who find it difficult to kill battleships on their rat-boats, and therefore they smell in every topic that they need to be nerfed.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: Laxard on August 08, 2019, 03:06:41 AM
Heya! Fantastic mod in every way except one aspect - the combining of AI cores and ships. The idea on it's own it's fantastic in my opinion, but it was very underwhelming when I realized it didn't do anything other than making it not require any skeleton crew, especially with the disadvantages it brings. An AI core when chucked into a planet admin position grants lots of new perks along with the AI, combining ships and cores comparatively is more of a waste to use as it is. I was hoping you'd be willing to consider changing this aspect up, ideally I'd love to see the AI cores instead become the ship's officer, similar to the [REDACTED] ships, along with the perks that high level officers have.
Not everbody even playing with planet mechanics. Or expand too much with it.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: auhamas on August 08, 2019, 04:57:45 AM
nerf? really? what ships was not good, they had bad little shields (frontal not 360) and it seems like you want the ships to be as scrap as SHY. This is my personal opinion, of course it does not coincide with the opinion of lovers of frigate and corvettes, who find it difficult to kill battleships on their rat-boats, and therefore they smell in every topic that they need to be nerfed.

ummm my dude the dread eagle can solo an entire fleet and most other ships have shields on top of amazing abilities whether its armor up or shifting. Pound for pound they were (i havent tried the latest version) the best in each class. insanely good flux cap, dissipation and mobility theyre just too good if you dont think so run a sylphon only fleet youll destroy everything no problem
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: auhamas on August 08, 2019, 05:05:06 AM
Know what, here's a pretty wide-ranging balance pass that should lower the overall powerlevel of the faction to see how it plays out. If this works fine, then maybe the faction was too strong, if it ends up leaving them too weak, I can bring them back up as needed.

Full changes:

Quote
0.9.5b
Balancing:
- Lowered energy weapon flux discount from nullspace conduits to 10% and 5% for projectile and beam weapons respectively
- Ships:
   - Equilibrium base shield efficiency lowered from 0.7 to 0.8
   - Equilibrium dissipation lowered from 1200 to 1000
   - Replekia shield efficiency lowered from 0.9 to 1.0
   - Frelia shield efficiency lowered from 0.7 to 0.9
   - Silverhead shield efficiency lowered from 0.7 to 0.8
   - Furika top speed lowered from 140 to 110
   - Celika top speed lowered from 140 to 110
   - Ascordia top speed lowered from 110 to 100
   - Dread Eagle flux capacity lowered from 18000 to 16000
   - Valestri dissipation lowered from 650 to 600
   - Sylvetra shield efficiency lowered from 0.8 to 1.0
   - Synastry dissipation lowered from 700 to 600
   - Frelia dissipation lowered from 900 to 700
- Weapons:
   - Lowered Adloquium per-shot damage and increased rate of fire to reduce burst potential
   - Increased Embrace flux/shot from 45 to 50
   - Increased Radiant Dawn range from 850 to 1000
   - Lowered Purgatory range from 800 to 750
   - Lowered Adloquium range from 800 to 700
   - Increased Benison flux/shot from 300 to 330
   - Increased Zealot flux/shot from 20 to 24
   - Increased Zealot emp/shot from 10 to 20
   - Reduced Raphiel EMP damage from 200 to 100

its not that they are overpowered its just they do too much for a ship like dread eagle for example has blink yeah thats awesome easy to flank with it, but it also has shields and very high fluxcap meaning almost always if you play it smart you can blink in, destroy taget with shields on and blink out, vent, repeat. now not every ship is like this ofcourse but other ships suffer from problems that they have waaaaaay too much survivability/damage pottential with the seresvalla for instance if your running a synergy fleet then youll destroy most annoying frigates maybe even a destroyer within the first few seconds of the engagement, the equilibrium i have no idea how to even fight that thing the only way is to flank but even then it has built in fighters and a bunch of guns everywhere so fighting it is rough to say the least.

i havent really found a problem with the weapons personally but maybe its because i outfit my ships for sustained fire rather than big damage so i cant comment on that ill try the mod with the new setting maybe with the slight nerf ill feel better using them more and playing better and using their powers better
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: Nia Tahl on August 08, 2019, 06:37:05 AM
Sometimes I feel like just deleting the whole with this neverending balancing nightmare. Apparently the faction is always overpowered and underpowered at the same time and frankly it's starting to not be worth the effort to try balancing this crap.

It obviously doesn't help that most people here have no clue what they are talking about.

I should probably just remove the Dread Eagle as it will always be too op in player hands or completely useless in AI hands.

Anyway, update is save compatible. If the faction is still too strong, I'll just keep nerfing it till it's garbage tier.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: joppe_k on August 08, 2019, 08:15:24 AM
Well, if it is both overpowered and underpowered at the same time, that means that you're not too far off base.  :)

Tbh. though, there'll always be as many opinions as there are ppl. The most important thing is that you are happy with your own faction. That you think it's fun to play with them. Perfect game balance is a bit like world peace imo. Realistically, we are never going to reach the goal, but it's still a goal worth striving towards. Besides, it's often the "small imperfections" that gives a faction its flavor and makes them fun. If perfect balance was achieved, I'd wager the faction would end up feeling rather bland.

I, for one, greatly appreciate the work you put in to try to make the faction fun and to make it mesh well with the rest of the game. Keep up the good work!
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: HereticKannon on August 08, 2019, 10:28:59 AM
Alright, first post on the forums. I haven't been playing Starsector long, I only found out about it recently from Sseth's video. Bought it the next day and it has been destroying my sleep schedule ever since.

I'm new to the game, so I'm going to hold off on giving feedback for a couple days while I play with the most recent balance changes, that being said I still wanted to weigh in on the conversation: No one is making anyone else download and play with this mod. It is entirely optional. By creating this mod you have enhanced the player experience of myself and, I'm sure, many others.

I mentioned before that I bought the game the day after watching Sseth's video. I didn't buy Starsector immediately because I was still on the fence regarding whether or not I wanted to make the time investment to learn what appeared to be a pretty complicated game that came out more than six years ago. I didn't make the decision to go ahead and purchase the game until I saw this mod, your mod. The ships, the nullspace effects, the lore all just appealed so much to me that it pushed me over the precipice and made me want to learn and play Starsector. If not for Sylphon it's very likely I would not have purchased Starsector.

Please do not let a very vocal minority overshadow the majority of people who silently play with and enjoy your mod. If you feel you need to put out balance patches based upon your own knowledge of the game, changes that come with base game updates and constructive criticism/feedback from players then absolutely go for it. But on the other hand don't feel pressured to do so against your own better judgement. This is your mod, made on your own time and released for the betterment of the game and the community. If someone doesn't like your mod and personally feels it brings down the quality of their experience in the game then they are free to uninstall it and never give it another thought.

That's just my two cents, take it for what it's worth from a new player but also someone genuinely appreciates your mod, the time you have invested and continue to invest in it. Starsector would be a lesser game without these glorious purple terrors.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
Post by: Wyvern on August 08, 2019, 11:34:05 AM
ummm my dude the dread eagle can solo an entire fleet
I've not found the Dread Eagle to be all that impressive.  What sort of variant are you using?

(Now, if you want a ship that can solo entire fleets - of pirates if not always tougher factions - consider the Ascordia.  On the other hand, the Ascordia's logistical footprint is in the cruiser-to-battleship range, so I don't consider it to be unbalanced; it's fun to fly, but its strength is comparable to an Aurora, and the AI has a bad habit of teleporting it into weapons fire so it is pretty much a player-only ship.)

If you feel you need to put out balance patches based upon your own knowledge of the game, changes that come with base game updates and constructive criticism/feedback from players then absolutely go for it. But on the other hand don't feel pressured to do so against your own better judgement. This is your mod, made on your own time and released for the betterment of the game and the community. If someone doesn't like your mod and personally feels it brings down the quality of their experience in the game then they are free to uninstall it and never give it another thought.
100% agree.  I will debate things I think are balance issues (until asked to stop) - but that should not be taken as hostile or indicative of dislike of the mod; if I didn't think Sylphon was neat I wouldn't be posting in this thread.  As it is, Sylphon is one of the mods that I always have enabled, and will recommend to people.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: Nia Tahl on August 08, 2019, 12:36:33 PM
Here's round 2 of my balance adjustments.

Mind you, I'm not just making these changes cause people have been whining. A number of these have been long-time coming, but I just couldn't be bothered to do the work since I have frankly next to no motivation to work on Sylphon anymore for various reasons and would rather focus on my other mod. Anyhow, here's some more changes, including a more general rebalancing of FP and DP values that should get rid of inflated fleet-sizes in the campaign.

Changelog:
Spoiler
Quote
0.9.5c
Balancing:
- Increased Furika top speed from 110 to 130
- Increased Celika top speed from 110 to 120
- Lowered Dread Eagle shield efficiency from 0.8 to 1.0

- Major tweaking of FP values for all ships. Too many to list here, but generally FP values went up, which should result in Sylphon fleets being less oversized.

- Celika DP 8 -> 7
- Etrika DP 18 -> 12
- Tilia DP 14 -> 12
- Synastry DP 30 -> 28
- Eolia DP 25 -> 22
- Equilibrium DP 50 -> 60
- Frelia DP 50 -> 45
   
[close]
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: Last_Cetra on August 08, 2019, 06:48:57 PM
The mod is amazing. I picked this up during the sseth-tide. Your mod has allowed me to fully explore the mechanics and logistics of this game with some really fun graphics, backstory, and ships.

THANKS!
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: Takion Kasukedo on August 09, 2019, 06:23:31 AM
I'll pitch in wit my experience of Sylphon. I almost never buy the Dread Eagle because from my experiences, the Dread Eagle is a very vulnerable cruiser. The Scourge Eagle, less so, thanks to Outcast tech.

It's likely due to steady/aggressive captains going in with a strike/shock trooper-esque build and getting mauled by enemy ships because *warping right in front of them is the best course of action* logic.

The Dread Eagle, is incapable of "soloing entire fleets" unless their captains are either incompetent, poorly outfitted, wielding garbage fleets, or they have small ships. Taking on fleets that can very reliably fight back and have the tech to do so yields very different results, and you don't have to install mods for that either.

Now, issue addressed, Sylphon is unique thanks to nullspace, nulltech and AI core usage of the faction themselves. If my computer was more powerful, i'd play with this, Mikoyan, Blackrock and Shadowyards the whole time as well as other faction mods (such a fragile unit). They have varying ships with different roles revolving around nullspace. The Dread/Scourge Eagle are 1 or 2 examples of this. For a really good example, look at the remnant-esque capital, the Equilibrium and how it wields it's tech. Yes, it's a Nullspace Skimmer, but it doesn't need to warp behind to use it effectively. More so thanks to the hullmods. Seresvalla is a fleet support ship with a varying loadout that can be used to tell Conquests to "cease and desist", or drink the flux and blast enemies with it. It's not a ship that should be left to it's own devices from my experiences, even if it can have loadouts that allow it to.

The only ship I've a definitive problem with is the Gotter-gunner ship, the Finis Astra. A very specific niche is filled with that ship, which is otherwise useless, and that's station-killer duty. Other than that, the faction is solid, and it saddens me that some factors are leading to abandonment. I do hope the faction still gets maintained in the future, but it seems that all that's needed is some time off of working on Sylphon, no matter how long.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: sepion on August 11, 2019, 09:23:40 AM
Say do you guys have some proper build for the various ships? I find aesthetically the ships very pleasing and have already 4 of them in my fleet, however I struggle with good builds for them. My experience so far is that a good build makes or breaks these ships. The Valestri-class is one where I don'T seem to find a good build ...
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: hovershift on August 12, 2019, 12:52:57 PM
how does it work the sylphon core installation?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: PapaPetro on August 14, 2019, 04:12:10 PM
Loving this mod. The Rakia is so much fun!
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: XEP624 on August 14, 2019, 04:44:20 PM
This mod quickly grew to become one of my favorites. Thanks for all your hard work.

Is it possible to meet/obtain Outcast ships out in the wild? I really like their unique systems and would like to get my hands on a couple of them in the campaign.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: bowman on August 16, 2019, 03:15:21 AM
I absolutely adore this mod, it has become my favorite mod and will definitely be included in every playthrough from now on. A whole-hearted thank you for making it. I find myself wanting to fly every ship I come across and that is truly amazing to me.

Has anyone found a way to make use of the Finis Astra in combat? My attempts have left me at a loss because it seems like I have to rely on the AI more than I necessarily can if I were to use it the way I want to. I was hoping I could use it against stations at least but that didn't go well, either. On a related note- does the AI know how to use its weapon? I haven't tested too much yet (planning to after posting) but it didn't do so in the simulator at all so I've been operating on the assumption that it doesn't. Same question stands for the Frelia, though it might be using it in all the battles and I simply haven't noticed but I get the feeling it hasn't. I was surprised when I saw the Seresvella start charging its system and wipe 3 frigates as well as an enemy fighter wave the first time I stopped piloting it in favor of the Equilibrium I had just gotten, though. That was nice to see.

I'm curious if others have had the same goal and discovered a fleet comp that works for locking enemies down while keeping themselves (allies) out of its firing line or if maybe it's less a matter of fleet comp and more one of getting skilled at predicting where the AI will fly and just sitting in the right spot in siege mode.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: Mr. Nobody on August 16, 2019, 03:29:17 PM
I have a small nitpick about the faction:
Sylphon systems are fairly close to the core of the system, Sylphon uses AI in their ships, Hegemony thinks AI is super extra septuple illegal.
Question is, "why did they settle close to a faction that believes their practices to be even worse than those of the tri-tach?"

Is mostly a lore-nitpick but still
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: Wyvern on August 16, 2019, 03:37:35 PM
Sylphon systems are fairly close to the core of the system
...They are?  Odd, I see them being way up to the north-west, about as far out as any faction mod gets, and completely on the opposite side of the inhabited sector from the Hegemony's systems.

Perhaps you're playing with Nexerelin random mode enabled?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: Mr. Nobody on August 16, 2019, 03:39:29 PM
Sylphon systems are fairly close to the core of the system
...They are?  Odd, I see them being way up to the north-west, about as far out as any faction mod gets, and completely on the opposite side of the inhabited sector from the Hegemony's systems.

Perhaps you're playing with Nexerelin random mode enabled?

I forgot i was using random core worlds, issue resolved i suppose
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: Ekuryua on August 16, 2019, 03:39:41 PM
I absolutely adore this mod, it has become my favorite mod and will definitely be included in every playthrough from now on. A whole-hearted thank you for making it. I find myself wanting to fly every ship I come across and that is truly amazing to me.

Has anyone found a way to make use of the Finis Astra in combat? My attempts have left me at a loss because it seems like I have to rely on the AI more than I necessarily can if I were to use it the way I want to. I was hoping I could use it against stations at least but that didn't go well, either. On a related note- does the AI know how to use its weapon? I haven't tested too much yet (planning to after posting) but it didn't do so in the simulator at all so I've been operating on the assumption that it doesn't. Same question stands for the Frelia, though it might be using it in all the battles and I simply haven't noticed but I get the feeling it hasn't. I was surprised when I saw the Seresvella start charging its system and wipe 3 frigates as well as an enemy fighter wave the first time I stopped piloting it in favor of the Equilibrium I had just gotten, though. That was nice to see.

I'm curious if others have had the same goal and discovered a fleet comp that works for locking enemies down while keeping themselves (allies) out of its firing line or if maybe it's less a matter of fleet comp and more one of getting skilled at predicting where the AI will fly and just sitting in the right spot in siege mode.

Personally I haven't found much use for the Finis Astra either.  It's a little too vulnerable and doesn't really seem worth the effort even if you do micromanage it and use it in the optimal scenario (i.e. against orbital stations).  By weapon do you mean the abilities?  I haven't ever noticed my Frelias ever shying away from using their weapons or special ability.  Most of the time they seem to rush in guns blazing even with steady captains.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: bowman on August 16, 2019, 11:33:57 PM
Yes, I was referring to the Frelia's ship system (the drone spawning thing). I have since confirmed the AI does make use of it, I just hadn't noticed before with all the remnants I've been fighting (too many drones flying all over the place).

Yeah, I've had to mostly shelve my efforts to weaponize the Finis Astra on the battlefield, though I'm actually about to make use of its logistical/campaign value in, shall we say, liberating Hybrasil from the Imperium and into my faction's hands, since Tri-Tach lost control of it a couple cycles ago). I figure later on I might dig around in the files and modify the Finis Astra's system CD and/or damage type (I'm thinking of making it kinetic so it can overload shields and assist the fleet that way; Headcanon is it's a supersized and burst-modified graviton beam which maybe helps explain how it gets through planetary atmospheres)

Worth noting I'd only be messing with the files for my own end, I have 0 intention of doing anything else: regarding making a mod-mod or otherwise.


It seems as though Autofit doesn't like Catharsis wings? I have 10 of them (8 at colony storage, 2 in inventory) and it refuses to place them in the hangar bays when the variant I made requires it (and displays them in the variant list).
Title: Re: [0.9.1a] Sylphon RnD 0.9.5c - Balancing with the nerfminigun, round 2
Post by: Nia Tahl on August 17, 2019, 03:54:06 AM
There's definitely some plans to make the Finis Astra less useless, but not sure yet how to go about it. The AI technically knows how to use the system and weapon, but is also set to be very careful about it since you really wouldn't want that thing shooting you in the back.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 17, 2019, 05:34:46 AM
Alright, figured now was as good as any time to do the Finis Astra rework. Should be more usable now

Changelog:
Quote
0.9.5d
Changes:
- Reworked the Finis Astra and Götterdämmerung
   - System now only halves turnrate to allow aiming while anchored
   - Weapon damage type changed to kinetic, beam damage reduced slightly
   - Now spawn shield-piercing EMP-arcs on final blast
   - Reduced bonus damage based on target hp to 25%
   - Halved chargeup duration of the weapon
   - Brought bombardment and ground support levels of the ship up to II Titan standards
   - Added doubled CR degradation after ppt runs out
   - Each shot of the Götterdämmerung now reduces remaining ppt by 30 seconds
   - Increased Finis Astra ppt to 540 to compensate

Balancing:
- Benison
   - Lowered damage from 300 to 120
   - Lowered refire delay to 0.5s
   
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Starareo on August 17, 2019, 11:59:51 AM
I installed the update onto an existing save and I see the Finis Astra changes such as 25% damage, EMP arcs, PPT 30s degradation, but the Gotterdammerung is still an energy weapon. Might need to play a fresh save maybe. Also, I missed a few patches, but damn the Equilibrium's nullspace skip got nerfed.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: bowman on August 17, 2019, 02:43:18 PM
Just playing with those changes in the simulator I already like it so much more. Hitting hull isn't as ruinous as it was before but that's fine because it can overload and EMP an entire ship now making it a viable support vessel. The PPT reduction is fitting and I actually like that functionality quite a lot (as compared to direct CR reduction, for example). However, I'd like to mention I find the Imperium Titan's 5000 fuel bombardment rather strong, I think it would be more fitting to be 1000 and perhaps have a better ground support effect (as it is more of a surgical weapon, being a laser, than the II's "nuke this entire side of the planet" missile) but that might just be me. Even if it's not changed from now on I'd be fine: this version is fun to use and seems combat viable, even if niche.  :D

Edit: @Starareo It is still an Energy mount weapon, but the damage type should now be Kinetic- as it is in my save after updating. If the damage type is still energy you may want to try redownloading the mod or something, since it has applied to my own save properly I can only assume something went awry for yours.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 17, 2019, 02:54:18 PM
@Starareo:
The weapon is an energy weapon, but it deals kinetic damage now, rather than energy damage. The damage type is what changed, not the weapon type.

@bowman
I've mentioned my thoughts on the 5k fuel reduction being a bit high to DR myself, but he seems to think it's fine so I matched his values, especially considering the titan is probably still more potent in combat. I might consider the reduced bombing bonus in exchange for greater ground support bonus, though. Not a bad idea, actually.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Starareo on August 17, 2019, 06:24:30 PM
@Nia Tahl thanks for the clarification.

On another note, does anyone have a recommendation for best Sylphon drones/fighters?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Ass-Haggis on August 17, 2019, 07:07:00 PM
Gotta say, using the reworked Finis Astra is a whole heck of a lot more satisfying now! Oh gosh it is such a guilty pleasure with how expensive to maintain it is but how inherently satisfying it is just bugzapping a hardened target! As always you're doing amazeballs friender!
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Semondice on August 20, 2019, 02:01:09 PM
Found a bug, every time I try to open a market of the sylophon the game crashes. It happens in every station and planet, and cannot accede to fleet market either.

error:null
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Wyvern on August 20, 2019, 02:39:27 PM
Found a bug, every time I try to open a market of the sylophon the game crashes. It happens in every station and planet, and cannot accede to fleet market either.

error:null
Edit: Verified that this does not happen to me.

Some relevant questions:
Did you update the mod version without starting a new save?  (Or, alternatively, does the issue persist if you start a new game?)
Did you delete the mod folder before unpacking the new version?  Unpacking in place will frequently result in your mod folder having a mish-mash of different versions, which, unsurprisingly, causes problems.
What other mods are you running?  It's good practice to provide this information when you make a bug report, as there are some mods that are known to have compatibility problems.
What's the full error stack trace?  You should be able to see this in the log file that Starsector generates; "error:null" on its own is basically useless for debugging.

@Nia Tahl thanks for the clarification.

On another note, does anyone have a recommendation for best Sylphon drones/fighters?
Depends on what you're going for, but in general all of them are at least not bad.

For starters, you can't really go wrong with just piling on Ravana wings; they'll eat lightly armored ships alive, and are still reasonably effective against cruisers and above.  They remain a significant step up from the vanilla Lux-class drone.
Add in one wing of Sivva for armor-breaching, and you can send them against even capital ships with good effect.
Or add in a wing of that EMP-beam fighter whose name I forget; you won't kill stuff quite as fast, but the lock-down is useful.
Or add in a Nalka wing for some extra kinetic damage; the Nalka isn't very survivable without a swarm of other fighters to cover it, but can be useful when it has that cover.

The Sadri is just a solid torpedo bomber; accurate enough to see use against frigates, and highly survivable.

The Myrigo is a weird combo of missile swarm and PD; they're not as good against heavy armor as a torpedo bomber, but are better at getting past enemy PD, and, when held in reserve, do pretty well as supplemental point defense for your own ship, with occasional missile volleys to help fend off flanking frigates or encroaching enemy fighters.  I tend to put them on ships like the Odyssey that have supplemental fighter bays rather than being dedicated carriers.

Oh, and I guess there's the Vetra with its kinetic-damage missiles?  I don't recall being impressed, but at least in theory they should pair up decently with the Sadri.
Same goes for the support-type drones; the outcast kinetic damage drones are not impressive, the PD drones are probably decent but I set up my ships to have sufficient PD without fighter support so I don't bother, and the arphage drone is situational but actually pretty good if you can get it in range of enemy targets.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Starareo on August 21, 2019, 02:35:31 PM
Is there any way to disable the Sylph Core ships chance of rebelling?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 21, 2019, 03:48:35 PM
no
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Starareo on August 21, 2019, 05:10:16 PM
Fair enough, what's the exact chance of it happening if you don't mind me asking?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 21, 2019, 05:59:27 PM
depends on numerous factors, so it varies
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Taverius on August 21, 2019, 06:03:49 PM
The wing-like capital, is its ability supposed to not move you at all once you have flux?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: cathar on August 26, 2019, 02:08:38 AM
Hey, just registered to post here, basically.

Just finished my first vanilla playthrough and am now diving headfirst into modded with Nexerelin and lots of extra factions. To slowly learn all the mod factions I am doing a pure playthrough with each of them.

Chose Sylphon as the first cause it just looks so damn cool.

First off, having a pure Sylphon RnD fleet just looks amazing! The color schemes, visual effects and weapon colors mesh extremely well and make it feel like I am in command of this otherworldy high tech demon force. I didn't mess with Phase Ships much in my first playthrough and am having so much fun piloting a Rakia. The way its phasing and rockets look make for a very satisfying experience.

I do have some questions:

What is the point of loading up Alpha Cores into my ships? Spending an alpha core for the bigger ships is a hefty investment and I don't really understand what it will give me.

What exactly is the Seresvalla supposed to do? Loadout-wise, I slapped as many missiles on it as possible and it seems effective enough as a big missile cruiser, but I don't understand the effect it is supposed to have on the other ships in my fleet. Also, is it worth it to have more than one? Does whatever positive effect it has stack?

Any good loadout tips for some of the slower ships, especially the Etrika and Valestri? I can't really seem to make them work properly, and by the time they arrive at the front lines my faster ships are already either done or in trouble.
And gods forbid one of them gets it in their head to "chase" a faster ship. They tend to end up on the other side of the battlefield, being kited into infinity, their supply cost completely wasted on some lone Wolf or Kite.

How do you properly use the Tarima? Both me and the AI seem to be struggling with utilizing the built in weapons.

Also struggling a bit with the Replekia. I'm using it as a heavy broadside ship but compared to even vanilla ships like the Conquest I had lategame in vanilla it just seems slow and flux inefficient for its cost.

As for the Rakia, like I said it is a lot of fun, I do wonder what would be the best extra weapons in addition to the built in ones? I now have Hypervelocity drivers on it but they don't seem to contribute much to its alpha striking ability. Wish I could load it up with even more rockets.

Haven't messed with the other bigger ships as I just don't have the money and supplies yet to properly pay for their maintenance, but I am very much looking forward to it.


I assume a lot of my struggles are based on my limited experience with the game in general and high tech ships in particular, but any pointers with loadouts (best case only using Sylphon and vanilla weapons) would be much appreciated.


Thank you so much for your hard work on this mod, it is a joy to play, and I am looking forward to the eventual sector-wide rule of our AI overlords once I am done with the playthrough.

Cheers,
Peter
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Asynchronicity on August 26, 2019, 08:12:19 AM
I can't comment on most of that (still figuring out the Replekia myself) but I'm using the Seresvalla as my flagship and it absolutely slays. The trick is that it's blazingly fast with an incredible shield tank, so you can zip around with impunity. I normally charge in and use the large energy mount to overflux ships while eating as much of the incoming fire as I can. I use the speed to strafe around and flank slow capitals or to herd the group. Your job in the Seresvalla is to control the flow of battle using your mobility, punishing overloads and overextensions with missile barrages while you watch the enemy fruitlessly hammer at your indestructible shield.  Try out the Shield Conversion - Front hullmod for added invincibility.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Starareo on August 26, 2019, 04:56:30 PM
@Cathar I'm using the Seresvalla as a support/suppression capital with Purgatory cannons. I load up on support hullmods like Nav Relay and the ship itself boosts your fleets burn by 1, which is fantastic. In combat, the Seresvalla gives all your ships 20% faster turn rate, so more maneuverability, and doubles the passive speed boost from nullspace conduits.

In my opinion, you are better off saving alpha cores for your colonies, as the Sylph Core tooltip just says 10% increased maintenance in exchange for no crew requirement. Crew costs are negligible lategame, and ships with AI installed have a chance to rebel in the middle of a fight.

Can't speak for the Etrika because I tend to shun most ships smaller than a cruiser but I love the Valestri, one of my favorite cruisers out of all my mods/vanilla. The Valestri has armor comparable to capitals and tons of flexibility with all its mounts. I throw on a nullspace soother to bring its burn up and help combat manueverability, expanded missile racks, and Raphiels for long-range anti-shield missile swarms. Play around with the large and medium energy slots based on what you want, I just throw on long-range weapons with decent flux. Deploy your Valestris first and faster ships afterwards. Valestri also has great built-in PD with its Disavowals and drones.

For the Rakia, abuse its broken stealth. Put two Charity strike blasters on it or another strike weapon, phase behind some ship, and unload everything on it at once, then phase away to safety and vent. Only hullmod you really need on it imo is Integrated Targeting Unit.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Histidine on August 27, 2019, 04:45:37 AM
I'm thinking of new Sylphon start ship sets for Nexerelin
(https://i.imgur.com/WGHILi3.png)
Spoiler
I'm sorry :( :( :(
[close]
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: cathar on August 28, 2019, 02:38:22 AM
@Asynchronicity:
Haven't found the Shield Conversion Front yet, for now I have a lvl20 officer with Missile Spec and Flux stuff in the Seresvalla and it's already a force to be reckoned with. I still have far too much fun with the Rakia to give up piloting it for anything else. Plus the AI seems fairly competent at using the special abilities of the Seresvalla, pumping flux explosions into enemies alongside the missile barrage.

I did test out having multiple Seresvalla in a combat sim and in campaign mode and it seems to not stack in any way, so there's no benefit to having more than one. Could be wrong of course.


@Starareo:
I'll fiddle a bit more with the Valestri, but I still can't make it work. I will post my exact loadout later, maybe I am just doing something incredibly wrong.
My Rakia now has Ion Cannons (or something like that name, don't have the game open right now) and it has incredible alpha striking. Pretty much anything I catch with it's back turned gets instantly overloaded if I manage to hit it with all guns at once.


Since my last post my Etrika and Tarima died and I have replaced them with a pair of Dread Eagles, which are hilarious and awesome and I kinda wanna try out a fleet just filled with those. Still need to find better loadouts as they seem very flux hungry but it's just so much fun to watch them zip about the battlefield. AI seems decent with them as well.

I have also picked up a Sylvetra but I guess I don't really understand what it's supposed to do either. It also seems to have behaviour I have seen with many missile heavy ships where it will go extremely close to the enemy even if it only has an engage order. Of course there's a chance I might just have the wrong missiles on it. Any tips?

Any opinions on the Sylphon fighters and their carriers? Right now I have this jumbled mix of whichever I could pick up from vendors, not sure if there are any cool combinations I am missing.


Cheers for the help guys, still enjoying this Sylphon run, currently exterminating the Hegemony system by system.


EDIT: I also noticed a random thing that I'm not sure which mod affects this and if this might be intended behaviour, but: In my Nexerelin game, when Sylphon invades someone, they have these massive fleets with loads of capitals and firepower. However, when the Hegemony tried to invade Castrum with 3 huge fleets, the defense fleets Sylphon spawned where these pitiful small pickets that were shot away by all the Legions.
I had a lot of fun repelling that invasion but I did wonder if that is how it is supposed to be.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Taverius on August 29, 2019, 05:43:28 AM
Enjoying myself a lot, bar a few things I'm having issues with:


Also I really need a Phaeton-equivalent. Because the Phaeton isnt purple, which is plainly criminal. Or maybe some generic exploration support ship with cargo, fuel, crew space and a salvage gantry. I'm using the Badger from Vayra but ITS NOT PURPLE >:(
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Ambient on August 29, 2019, 06:09:35 AM
The sylphon outcasts are power for player ships. The Metafalica ghostship is so fun to play. Is that the outcast's biggest ship or do they have some other for me to find?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 29, 2019, 07:24:48 AM
@Traverius:
- Tarima is simply not a very good ship. Not every ship in a faction should be equally good. Keeps fleets balanced and nicer to play against.
- Sylvetra is more of a support ship and really good at baiting and eating fighters. It's not a duelist at all and should stick close to allies and intercept enemy missiles/fighters.
- Replekia got hit the hardest by the recent nerf to some weapon ranges. I might give it a unique hullmod to boost energy weapon ranges by 100-200su to offset that.
- Skip system is getting a bit of a buff, but there's no such thing as it getting slowed down when you have flux. It functions the same regardless of flux levels.
- Burn 7 keeps it in line with other heavy cruisers and Sylphon already has access to a basically free +1 burn from having a Seresvalla in the fleet.

as for the phaeton, not gonna happen. I regard Sylphon as basically content-complete and am focusing on Tahlan Shipworks for the time being. There's really not much reason to add yet another not!Phaeton to the game just to paint it a different colour.


@Ambient
Metafalica is the largest outcast ship
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Taverius on August 29, 2019, 07:34:10 AM
@Nia Ohai! :D

What I mean is, its based on your normal speed, so if you have 0-flux boost you move quite a bit, but an Equilibrium with flux up just sort of ... hovers there blurred for a couple of seconds.

Re: phaeton, ok, so can you edit the market a little so salvage gantry ships and tankers and cruise liners show up? Occasionally I'll see one in the black market but its not enough.

Thanks for the rest of it :D
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: cathar on August 29, 2019, 08:01:29 AM
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.


@Traverius:
- Tarima is simply not a very good ship. Not every ship in a faction should be equally good. Keeps fleets balanced and nicer to play against.

I understand that point from a balancing perspective, but then maybe advertise it as such in game.

If I recall correctly, not at my pc at the moment, it's described to be centered around utilizing the built in weapons to best effect or something along those lines. Which led me to believe that if it doesn't work, I need to change the loadout until it works.

Now you say it's meant to be garbage tier anyway, that devalues a large chunk of my early game experience when I piloted that thing and kept changing it up to make it work.

Maybe describe it as a failed experiment that is only rarely used by Sylphon now or something.


@Traverius: I had similar struggles with the Sylvetra, it's working decently well as a protector of my own carriers. I was hoping it would do more on its own cause the concept is extremely cool, but it just doesn't get enough missiles back from using its system to make it worth using as an aggressive attacker.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 29, 2019, 08:15:45 AM
Outcast are just rare spawns.

As for the Tarima, it's not meant to be garbage, it's just mid-tier and can work just fine. It's just not a top-tier destroyer like the Hammerhead.

@Taverius:
The missing civilian ships are a bit of an oversight. Will be fixed next patch.
Skip will be changed to no longer have 0-flux bonus while active, but will be stronger overall.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 29, 2019, 12:19:42 PM
So this will be going on the Replekia and the Valestri since they are big, fat and slow:

(https://cdn.discordapp.com/attachments/310517733458706442/616655680266305541/unknown.png)
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: bowman on August 29, 2019, 02:52:40 PM
I'd actually disagree that Nullspace Skip is weak. You are able to dissipate flux while skipping and even being relatively immobile on an Equilibrium when in the thick of things is incredibly powerful as a result. In fact, that's what I like about it: it isn't an easy get out of jail card if you mess up your positioning but you can delay a fight similar to a Paragon cycling its fortress shield when maxed out on soft flux. If you do it right, you can trade a few hits on armor for full vent into 0-flux boost & disengage and that is incredibly satisfying (this is particularly effective and I'd even say necessary against the Remnants; getting focused by multiple Brilliants or Brilliant(s) + Radiant is certain death if you have no way to disengage once they get on you.

My main gripe I guess is that I dislike when the Radiant just teleports backwards over and over when it messes up, and I don't think allowing the Equilibrium to do something similar without some tradeoff is necessarily a good idea. As "The Player", I can do something similar to teleporting backwards via fully venting and tanking hits on armor until I get 0-flux boost so I can Skip backwards at ~3-400 speed but the key thing is that this requires I tank damage on my armor, meaning the enemy has a chance to deal significant damage to me or prevent my escape if, for example, they fire torpedos which I'd rather shield-tank than let hit my armor whereas the Radiant doesn't have this downside at all: teleporting might cost some flux but I believe it to simply be a case where the AI isn't smart enough (not that I have a problem with this, AI is hard to make) as I'm nearly certain the Radiant could chain teleport to disengage then vent and keep fighting for pretty much no punishment.

This isn't a multiplayer game, so having counterplay isn't really a necessity (and there are certainly vessels whose entire purpose can be to not have true counterplay. In fact, I think stations can be a loose example: you can't really 1v1 them with anything, you need to simply overwhelm them in the flux war or lose), but I think in a general case it is good in order to not frustrate the player.

I will admit, though, that since the AI is incapable of making exactly those kinds of multi-tiered decisions removing the 0-flux boost entirely and making it stronger overall would certainly make it easier for the AI to put it to full effect. I'm not sure how well the AI currently pilots the Equilibrium since I've been using it as my flagship since I got it (and I love it so much).
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 29, 2019, 02:53:41 PM
The skip buff isn't too major. It's mostly for better handling.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Ambient on August 29, 2019, 05:10:03 PM
Quote
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.

At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Asynchronicity on August 29, 2019, 05:12:48 PM
Quote
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.

At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
How rare are the outcast blueprints in general?  I just stumbled on the whole BP pack about an hour ago.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Wyvern on August 29, 2019, 06:08:40 PM
Quote
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.

At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
How rare are the outcast blueprints in general?  I just stumbled on the whole BP pack about an hour ago.
Very very super rare.  I got the outcast pack... once.  Across every game I've played.  I've also gotten individual BPs for a few specific outcast items a few times.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Asynchronicity on August 29, 2019, 09:30:38 PM
Quote
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.

At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
How rare are the outcast blueprints in general?  I just stumbled on the whole BP pack about an hour ago.
Very very super rare.  I got the outcast pack... once.  Across every game I've played.  I've also gotten individual BPs for a few specific outcast items a few times.
Well, hot dog.  I hear you're correct about the math too.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: cathar on August 30, 2019, 02:11:41 AM
- Tarima is simply not a very good ship. Not every ship in a faction should be equally good. Keeps fleets balanced and nicer to play against.

As for the Tarima, it's not meant to be garbage, it's just mid-tier and can work just fine. It's just not a top-tier destroyer like the Hammerhead.

Emphasis mine, somehow these read mutually exclusive to me but eh.. Just for the sake of my sanity, what would you consider a decent loadout for the Tarima to make it work just fine?


Just got an Equilibrium and it has immediately become my new favorite ship of this mod (like almost any new ship I get from Sylphon to be honest). Best moment so far was skipping into the path of several flights of Piranhas and their bombs and just flux shotgunning them all in the face.
Am looking foward to a slight mobility buff, it really tends to just skip on the spot when used at low movement speed.


Quote
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.

At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
How rare are the outcast blueprints in general?  I just stumbled on the whole BP pack about an hour ago.
Very very super rare.  I got the outcast pack... once.  Across every game I've played.  I've also gotten individual BPs for a few specific outcast items a few times.

Oh well, time to scour the sector for Blueprints I guess, that capital outcast ship looks incredible.


Edit: One more question, Update 0.9.5d, is it safe to update mid-save? I want to try out the officially Less Garbage Finis Astra but don't want to lose my save.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 30, 2019, 05:09:47 AM
I might buff the Tarima's built-ins a bit. The ship is meant to function as a long-ranged fire support ship. Might increase the kinetic damage on the Veritas to make it work better in that role.

As for Outcasts and Eccentrics, I'll be adding some Vayra's Sector custom bounties for them to give a way to obtain the eccentrics (currently unboardable, but will change with the bounties) and offer another method of obtaining Outcast ships.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Wyvern on August 30, 2019, 06:12:18 PM
I've gotten good-ish results out of a Tarima with 2x Charity Assault Blaster; the ship system cutting out other weapon use gives them time to recharge, and they're pretty good at smashing up stuff that's high on flux due to the Veritas cannons.  The hull does really need both ITU and +10% ordnance points, though.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Nia Tahl on August 30, 2019, 06:50:41 PM
Here's some WIP patchnotes:

Quote
0.9.5e
Balancing:
- Reworked overall behaviour of nullspace skip slightly.
- Added a new Targeting AI Subroutines hullmod to Replekia and Valestri, that boosts energy weapon range by a flat 200su
   - This addition is meant to offset the recent nerfs to Sylphon large energy weapon ranges.
   - Since both Replekia and Valestri are somewhat sluggish, they needed something to offset their lack of mobility.
- Reduced Equilibrium DP from 60 to 55
   - While she brings firepower similar to a Paragon, the Equilibrium is also a much more fragile ship and extremely vulnerable to flanking, so I decided to lower the DP slightly.
- Doubled Rakia's flux generation from cloaking
- Buffed Tarima's built-in weapons a bit
   - Base damage increased from 400 to 500
   - Kinetic/HE split is now 3:1   
- Updated Sylvetra
   - Increased Dekris range from 600 to 700
   - Increased Dekris metal gain from beam damage
   - Added an additional small energy mount for range-finding purposes
   - Increased OP from 100 to 110

Bugfixing:
- Fixed certain blueprints being obtainable from raiding Sylphon markets

Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: cathar on August 31, 2019, 10:26:57 AM
Why the Rakia nerf? It doesn't seem to be able to stay phased longer than similarly priced phase ships.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Starareo on August 31, 2019, 03:55:13 PM
Rakia was without a doubt strong as hell in player hands. With the built in weapons, some additional strike weapons, and extra vents, you can punch way above your weight with a hit and run strategy. Also the damn thing can stay in phase for far longer than a Doom, comparatively the best phase ship in vanilla. Nerf will definitely add more risk.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5d - Making the Finis Astra less garbage edition
Post by: Avanitia on September 02, 2019, 01:36:47 AM
Rakia was without a doubt strong as hell in player hands. With the built in weapons, some additional strike weapons, and extra vents, you can punch way above your weight with a hit and run strategy. Also the damn thing can stay in phase for far longer than a Doom, comparatively the best phase ship in vanilla. Nerf will definitely add more risk.

Rakia doesn't have any time dillation to its "phase cloak" too - which means it's a totallynotphaseship that can effectively use its entire pool of Peak Performance Time.

I prefer putting long range kinetics onto it, these can deal with shields.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Nia Tahl on September 02, 2019, 08:23:55 AM
Something something update

Changelog:
Quote
0.9.5e
Balancing:
- Reworked overall behaviour of nullspace skip
   - Increased duration
   - Increased cooldown
   - Boosted agility while active
- Added a new Targeting AI Subroutines hullmod to Replekia and Valestri, that boosts energy weapon range by a flat 200su
   - This addition is meant to offset the recent nerfs to Sylphon large energy weapon ranges.
   - Since both Replekia and Valestri are somewhat sluggish, they needed something to offset their lack of mobility.
- Reduced Equilibrium DP from 60 to 55
   - While she brings firepower similar to a Paragon, the Equilibrium is also a much more fragile ship and extremely vulnerable to flanking, so I decided to lower the DP slightly.
- Doubled Rakia's flux generation from cloaking
- Buffed Tarima's built-in weapons a bit
   - Base damage increased from 400 to 500
   - Kinetic/HE split is now 3:1   
- Updated Sylvetra
   - Increased Dekris range from 600 to 700
   - Increased Dekris metal gain from beam damage
   - Added an additional small energy mount for range-finding purposes
   - Increased OP from 100 to 110

Bugfixing:
- Fixed certain blueprints being obtainable from raiding Sylphon markets
- Made Fighter weapons visible in codex
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: EvilPineapple on September 02, 2019, 07:38:30 PM
Quote
- Made Fighter weapons visible in codex

<3
I just had no idea what a lustration did
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: cathar on September 03, 2019, 12:36:10 AM
I'm still on .5c, is it safe to update to this on an existing save?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Nia Tahl on September 03, 2019, 12:40:18 AM
should be
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: cathar on September 03, 2019, 01:38:23 AM
Cheers, I'll try later today, fingers crossed.

I will miss endlessly zipping about in the Rakia but all the other changes look really nice.


I am about 40hrs into my (almost) pure Sylphon playthrough and SRD has taken over all of Hegemony and most of Luddic Church space. All those AI haters obviously had no clue what they are talking about so they needed to go.

Still tremendously enjoying this fleet, though my Equilibrium flagship seems a bit underpowered compared to everyone else. What do people put into the forward large hardpoints? The way the weapons are arranged I can't really hit anything with both at the same time unless it's a station or another Equilibrium. I have tried Large Energy weapons in all 4 slots but those loadouts are never flux efficient, so I have lazer torpedos in the large turret slots.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Malaise on September 03, 2019, 10:21:55 AM
When I am flying Replekia battleship after update  ;D
https://www.youtube.com/watch?v=4UwIP-gsHHY
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Ed on September 07, 2019, 03:14:12 PM
I want to make a hullmod that limits carriers to drones only, mind if i look your code to see how you did it in your mod?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Nia Tahl on September 07, 2019, 04:03:50 PM
Sure. It's technically Nicke's code, but the source is bundled with the mod for a reason.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Ed on September 07, 2019, 05:51:33 PM
Thanks, my mod is finally complete, after some testing i will be uploading it. Maybe tomorrow.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Dwarden on September 14, 2019, 06:35:19 AM
got several random crashes sometimes on new solo faction start

Spoiler
2537883 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaignPlugins.SRD_AIConversionNexerelinAdderPlugin.advance(SRD_AIConversionNexerelinAdderPlugin.java:36)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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)
[close]
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Szass Tam on September 16, 2019, 11:48:59 PM
Cheers i have some Questions for the Rakia.
Which skills in generall influence the ship? -> can someone list all skills that influence it?
For example Defensive Systems level 1 give -25% flux generated by active shields and phase cloak (piloted ship) does this effekt the nullspace drive?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Nia Tahl on September 17, 2019, 10:39:03 AM
no idea
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Dwarden on September 17, 2019, 05:24:33 PM
it's happening here at the
public void advance( float amount ) {
Code
                   if (token.getMarket() != null && token.getMarket().getFactionId().equals("sylphon")) {
                        token.getMarket().addSubmarket("SRD_ai_conversion");
                        hasCreatedMarket = true;
                    }

something something is null and shall not be referenced but what  :o
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Nia Tahl on September 17, 2019, 05:41:03 PM
yeh yeh, that bug is probably fixed. Will update once I can be bothered to
Title: Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
Post by: Szass Tam on September 18, 2019, 08:33:23 PM
Can i savely update your mod mid game?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: Nia Tahl on September 22, 2019, 03:58:32 PM
Small hotfix, not much to see here
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: Mytre on September 22, 2019, 04:04:49 PM
So I used the sylph core on two fo my best ships, but now I cant see the ships. did I lost them?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: Nia Tahl on September 23, 2019, 04:05:29 AM
what do you mean?
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: Wyvern on September 23, 2019, 10:40:49 AM
So I used the sylph core on two fo my best ships, but now I cant see the ships. did I lost them?
If you read the tooltip, it tells you: the sylph core installation takes time, and once it is done, you can retrieve your ships from the market where you began the process.  So, yes, they're not in your fleet right now, but you will be able to pick them up again soon.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: Vherkin on October 04, 2019, 09:35:23 PM
I love using an Alpha Core on my ships simply for Roleplay purpose.
I don't mind the lack of powerful bonus or the chance for it to rebel.

But, i find the need to re-buy it full price again a little excessive. You already bought it once and gave an Alpha-Core after-all

It might be a limitation of the game? It might be impossible to change market transaction price ?
After-all i found it odd that it gave me 200 000 credits in exchange for my ship + alpha core.

For now, i'l simply buy it back using console command.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: connortron7 on October 18, 2019, 01:47:19 PM
Just made the unfortunate discovery of srd ships retaking control of themselves as i was in the middle of launching an invasion fleet at their capital while half of my ships are ai srds... thats awesome.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: lethargie on October 18, 2019, 03:28:13 PM
I just wanted to say, ive been playing the last release and blance has really improved. I find it quite a lot more polished than last time i commented.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: Reens on October 18, 2019, 04:43:46 PM
Noticed the eccentric core ships blueprints still drop from raiding Sylphon.

Looks like ship_data.csv had "no_drop_bp" on them instead of "no_bp_drop".
Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: Phoenixheart on November 07, 2019, 04:25:08 PM
I have to say, I really love this mod and love how well it is balanced with the vanilla content.

If you're looking for ideas to expand the ship roster, there's one that I think would be super awesome:
A modification (or sister ship) to the Outcast
Spoiler
Metafalica that has normal ballistic hardpoints instead of the built-in Phiria(?) cannons. The Phiria are super sweet, but I LOVE the way the Outcast Large Ballistic railgun (can't remember the name) and I wish I could equip them to the Metafalica, if only just to look cool.

I will say, the more-flux-more-armor mechanic is really creative, and makes a flux overload less of a suicide-mistake, plus the glowing red plates on the sprite look wicked cool.
[close]

I do have some questions about some of the mod's content:
Spoiler
I've been using the mod for a few months now (RL time, multiple playthroughs in game) and on my last playthrough I raided the SRD homeworlds for blueprints. I picked up several Eccentric Core ship blueprints, and I assume these are the ones that were intended to be made "not available through raiding" in the patch notes. My question is, I've NEVER seen these in game, how would they be acquired through normal means? Or are they intended to only be available to AI fleets?

I also am not sure how to get the Sylphon Navy flagship versions, the ones with the cool (extra) purple paint and higher supplies cost, are those supposed to be something the player can acquire, or are they only intended for the AI fleets?
[close]

Last thing, are there any plans to add unique/boss variants to go along with the IBB Bounties from the Ship/Weapons pack mod? No worries if not, just curious.

Thanks, and keep up the good work!

Title: Re: [0.9.1a] Sylphon RnD 0.9.5f
Post by: Nia Tahl on November 08, 2019, 07:49:02 AM
Mod is on hiatus for the foreseeable future.

If I ever get back to it, the outcast will be removed entirely since they are just tacked-on, really. Eccentric ships will be turned into HVBs for Vayra's Sector, probably. That's about it, though.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5g
Post by: Nia Tahl on November 18, 2019, 03:19:03 PM
Here's a small update and fix, mostly to curb some tournament abuse a bit
Title: Re: [0.9.1a] Sylphon RnD 0.9.5g
Post by: Phoenixheart on November 27, 2019, 04:43:54 PM
Am I doing something wrong, or does the Equilibrium constantly use it's shield electro-pop effect to destroy its own missiles and fighters (and other ships' fighters) even when nothing is shooting at it? For this reason I've avoided equipping mine with any missiles lately...
Title: Re: [0.9.1a] Sylphon RnD 0.9.5g
Post by: Takion Kasukedo on November 28, 2019, 12:14:18 PM
Might be something to naturally happen considering how it works.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5g
Post by: ValeriYo on December 26, 2019, 01:20:59 PM
Are there any new ship designs coming in the future ? Not like they are needed, most of them are perfect fine with other mods but I kinda like this faction...well, I mostly play only this faction because of this dark mater thechnology stuff so I wanted to have more ships of these badass faction.
Title: Re: [0.9.1a] Sylphon RnD 0.9.5g
Post by: Nia Tahl on December 26, 2019, 01:54:18 PM
no
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Nia Tahl on January 04, 2020, 05:21:17 AM
Small update to properly make the Eccentric hulls HVBs and remove the Outcast. The latter has been planned for a while and the Metafalica is now part of Tahlan Shipworks as a new Kassadari HVB, so it's not gone, just got a makeover

THIS ONE BREAKS SAVES
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Fantastic Chimni on January 04, 2020, 01:30:12 PM
Small update to properly make the Eccentric hulls HVBs and remove the Outcast. The latter has been planned for a while and the Metafalica is now part of Tahlan Shipworks as a new Kassadari HVB, so it's not gone, just got a makeover

THIS ONE BREAKS SAVES

This update will extract into the mods directory instead of a sylphon subfolder in the mods directory, probably not a huge issue, but it was confusing me when i was unzipping 5 or so mods at once and i gained 9 folders and a few misc files.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Malaise on January 04, 2020, 02:47:03 PM
Outcast removed? You mean all outcast weapons and fighters are gone now? I really like them ;s
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: bluestealth on January 04, 2020, 06:12:22 PM
Hello,

Posting to relay a crash which occurred after updating to 0.9.6:

2379283 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [SRD_Metafalica_standard] not found!
java.lang.RuntimeException: Ship hull variant [SRD_Metafalica_standard] not found!

Encountered while idling at the main menu, caused game to crash to desktop when the fault was hit.  I believe the hull involved is related to this mod?

Regards,
Blue
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Malaise on January 05, 2020, 06:30:56 AM
Well. Since Metafalica was removed from mod and you tried to load save started with older version of the mod<which had metafalica> it obviously bugged. Metafalica is part of Thalan shipworks now btw http://fractalsoftworks.com/forum/index.php?topic=14935.0 .

TL:DR : New version of mod breaks saves so you need to start new game.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Nia Tahl on January 05, 2020, 08:34:20 AM
that crash has been fixed. If you encounter it, redownload the latest version
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: ASSIMKO on January 05, 2020, 11:30:07 AM
Is the end of sylphon ??? will ships and weapons migrate to Tahlan Shipworks Mod ??? or is it really going to be discontinued ?????
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Nia Tahl on January 05, 2020, 01:41:32 PM
It's in maintenance mode so I'll maintain compatibility. Removing the Outcast was planned for a while since they didn't really fit in with the rest of the mod well. Just moved over the Metafalica cause it's a nice ship
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: bluestealth on January 05, 2020, 05:00:15 PM
Well. Since Metafalica was removed from mod and you tried to load save started with older version of the mod<which had metafalica> it obviously bugged. Metafalica is part of Thalan shipworks now btw http://fractalsoftworks.com/forum/index.php?topic=14935.0 .

TL:DR : New version of mod breaks saves so you need to start new game.

As I said in my post, I was idling on the main menu, so saves are/were irrelevant.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Phoenixheart on January 07, 2020, 03:24:41 PM
I assume the removal of the outcasts also includes their weapons, correct? I know a lot of them have very similar versions in Tahlan but I'll miss the red/black colors on the guns, haha.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: ASSIMKO on January 08, 2020, 02:45:32 AM
It's in maintenance mode so I'll maintain compatibility. Removing the Outcast was planned for a while since they didn't really fit in with the rest of the mod well. Just moved over the Metafalica cause it's a nice ship





Ok. But I liked the ships going from the angelic to the dark, I thought I would see ships in the same style. Anyway thanks for the feedback and great hands.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: KoolAidWizard on January 10, 2020, 03:19:27 PM
that crash has been fixed. If you encounter it, redownload the latest version

Updating from 0.9.5g to 0.9.6, save load fail for SRD Eagle P.

Not a big deal, just thought I would mention it.  Excellent mod btw, really enjoying it!  :)
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: fu12 on January 16, 2020, 09:40:39 PM
Just had a crash on the start menu

Fatal: Ship hull variant [SRD_Metafalica_standard] not found!

So i assume you missed something when you slung that hull over to the Kassadar mod.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Nia Tahl on January 17, 2020, 08:29:48 AM
That crash has been fixed a while ago. Just redownload the latest version and that should get rid of it
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: wanderer3421 on January 29, 2020, 01:54:29 AM
Crashed on start up.

Fatal: Ship hull spec [SRD_Celika_P] not found!

Could use the mod before the latest update
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Arakasi on January 29, 2020, 08:09:00 AM
Yeah I too am experiencing crash on loading the latest patch, and I downloaded it today.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Nia Tahl on January 29, 2020, 08:31:30 AM
Are you trying to use an existing save? Cause the latest update breaks old saves.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Angelus on February 07, 2020, 03:42:50 PM
"Fatal: Ship hull spec [SRD_Celika_P] not found!"

i have the same problem  :(
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: MesoTroniK on February 07, 2020, 06:35:49 PM
You could try reading the post right before yours.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Gravity Police on February 29, 2020, 11:33:06 AM
I'm also experiencing a crash on startup related to the Celika(P) hull.

To be sure it wasn't an issue with save compatibility and the game preloading assets to continue the last played, I cleared all saves.
I also tried loading with just the dependencies (LazyLib and MagicLib), as well as those plus the recommended mods (GraphicsLib, Nex and Version Checker), with the same result each time.

Here's the error snipped from starsector.log:

Quote
13570 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.hullmods.AdditionalBerthing] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13571 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [SRD_Celika_P] not found!
java.lang.RuntimeException: Ship hull spec [SRD_Celika_P] 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.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
13616 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AugmentedEngines] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Nia Tahl on February 29, 2020, 12:58:21 PM
I swear to *** god...
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Wyvern on February 29, 2020, 01:15:38 PM
I'm also experiencing a crash on startup related to the Celika(P) hull.
This could be an issue with saved mission variants?  At least, I think I remember that being able to cause crashes on startup...
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Chryvrius on February 29, 2020, 01:20:48 PM
I swear to *** god...

I feel for you, Nia. Tech-supportitis is a painful ailment.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: RoquetheRogue on February 29, 2020, 04:01:31 PM
Le Corte

Hello, have you tried basic maintenance? Starsector is notoriously known for having fragile coding, a poor/incomplete download of mods can result in a bunch of problems, have you tried downloading the mod again and seeing if the problem persists?

By the way I suggest you join the Discord, there's a bunch of people there capable of helping you with modding issues
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: Gravity Police on March 03, 2020, 05:37:09 PM
I'm still unsure what was causing the issue, but on a fresh install of the game, Sylphon, and the library mods, it seems to be resolved.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: SCC on March 03, 2020, 10:13:01 PM
I assume the issue was caused by overwriting an older mod directory, instead of removing it completely and unpacking the mod archive in a new directory altogether. It's advised to always do this, as modders can't make you remove unnecessary files and you, the user, most likely don't know which files are unnecessary. It's safer to remove the old mod version completely and do a clean install.
Title: Re: [0.9.1a] Sylphon RnD 0.9.6 - Maintenance mode. Don't expect frequent updates.
Post by: grinningsphinx on April 25, 2020, 05:20:05 PM
Hola!

The Finis Astra needs a slight update. The ship AI is set to use broadside engagement, and as such, the AI doesnt have any idea how to use the main gun or system.
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Nia Tahl on May 13, 2020, 03:51:11 AM
Here's a small update with some slight balance adjustments and a few bugfixes. Nothing too major
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: namad on May 13, 2020, 04:11:48 AM
what does HVB stand for slash mean?
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Fatman_D on May 13, 2020, 05:49:12 AM
It still download ver 0.9.6 from the link
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Fatman_D on May 13, 2020, 05:51:31 AM
what does HVB stand for slash mean?
High Value Bounty, Check out Vayra's sector.
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Viking8008 on May 13, 2020, 08:20:54 AM
Well, what are the changes?
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Nia Tahl on May 13, 2020, 02:53:52 PM
Link fixed.

also late changelog, forgot earlier:
Spoiler
0.9.7
Changes:
- Various adjustments to DP- and credit-values
- Radiant Dawn
   - gained increased impact, slowing down targets hit
   - added 100 EMP dps
- Clemency
   - slightly increased rate of fire
- Added Predictive targeting hullmod to Etrika, Valestri and Replekia
   - increases energy weapon range by a flat 100su
[close]
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Fatman_D on May 13, 2020, 03:46:31 PM
So are you add diplomacy traits for better Nexerelin immersion in final version? Simply add a diplomacyTraits list in exerelinFactionConfig will do.
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Nia Tahl on May 14, 2020, 12:08:23 AM
So are you add diplomacy traits for better Nexerelin immersion in final version? Simply add a diplomacyTraits list in exerelinFactionConfig will do.

God, can you people stop pestering?
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Icosidodecahedron on May 15, 2020, 03:31:44 PM
So are you add diplomacy traits for better Nexerelin immersion in final version? Simply add a diplomacyTraits list in exerelinFactionConfig will do.
You could try adding it yourself. Seeing how Sylphon is similar to Tri-Tachyon, you can copy-paste the diplomacy config out of tritachyon.json in the Nexerelin folder into sylphon.json, and then tweak as you like, based on their starting relationships :D
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Nia Tahl on May 15, 2020, 04:19:10 PM
Campaign update will follow in the near future. Everything at its time.

The most recent patch was specifically about the upcoming fleetbuilding tournament and some bugfixing.
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Fatman_D on May 15, 2020, 06:53:26 PM
You could try adding it yourself. Seeing how Sylphon is similar to Tri-Tachyon, you can copy-paste the diplomacy config out of tritachyon.json in the Nexerelin folder into sylphon.json, and then tweak as you like, based on their starting relationships :D
True and it's simple to do, but I guess I'll just wait until modder officially add it to the campaign.
It's his mod anyway, he know it better than anyone else.
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Nia Tahl on May 15, 2020, 06:55:07 PM
It's his mod anyway, he know it better than anyone else.

I barely know half of the mod, to be quite honest
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Fatman_D on May 15, 2020, 07:13:57 PM
I barely know half of the mod, to be quite honest
The true art of Engineering is when something works, but you don’t know why. Half will do.
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Harmful Mechanic on May 16, 2020, 10:52:29 AM
Half is pretty good, yeah.

Unless it's in compiled code, I'd argue that it's easier to implement these features yourself if you really must have them. Especially in the case of Nex, Histidine's documentation is thorough and easy to understand; if you want to implement a Nex feature in your copy the odds are that you can, quite easily, in no more than an evening of work at most.
Title: Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
Post by: Nia Tahl on May 16, 2020, 12:49:02 PM
Takes a total of 5 minutes to add nex diplomacy traits. I just didn't do that in the update since I wanted it to be out well in advance of the tournament start. Campaign update will likely include various other things like commissioned crews, too
Title: Re: [0.9.1a] Sylphon RnD 0.9.8 - Tournament and More Edition
Post by: Nia Tahl on May 21, 2020, 12:46:18 PM
Update 0.9.8

This one includes the update for Nexerelin diplomacy traits and also adds support for Commissioned Crews.

But wait! There's more! Also includes a new weapon, some updated weapon sprites and a new system for the Seresvalla since the AI just wouldn't work with the old one.

Finis Astra update? not yet. It's hard to find a good way of making that meme of a ship actually good.

Download can as always be found in the opening post. I've also made a tipjar patreon which seems more convenient for donations than paypal and will mirror my downloads there now for those days when bitbucket is being rubbish with downloads.


Full changelog:
Spoiler
0.9.8
Additions:
- Commissioned Crew Support
- Innocentis Swarmpulse

Changes:
- Updated Nex integration
- Demiurge built-in on 'Balance Unto All' HVB reworked
- Zealot Rail-repeater
   - Improved sprite
   - Changed firing pattern
- Dignity Pulse Repeater
   - Improved sprite
   - Lowered time to reach full secondary RoF
- Mariana variant blueprints now come in a single package
- Seresvalla
   - System changed to "Conduit Overdrive"
[close]
Title: Re: [0.9.1a] Sylphon RnD 0.9.8 - Tournament and More Edition
Post by: lucifertx on May 24, 2020, 06:13:46 AM
Hi Nia, using the current version of 0.9.8, I've discovered a bug where by the faction markets will no longer sell capital ships. Even the AI fleets are lacking them. After checking the slyphon.faction file, it is discovered that the codes are missing the "rare_bp" tags which is listed inside ship_data.csv of the capital ships. Most probably you've mistakenly deleted the tags of the capital ships.

Is the the cause of the missing ships? Sorry if I've made a mistake here, your mod is superb in every way and I would love to play it in perfect condition.
Thank you.
Title: Re: [0.9.1a] Sylphon RnD 0.9.8 - Tournament and More Edition
Post by: Nia Tahl on May 24, 2020, 12:30:21 PM
ah, oops, it's something like that, yeh. Uploaded a hotfix for that.
Title: Re: [0.9.1a] Sylphon RnD 0.9.8 - Tournament and More Edition
Post by: Aereto on May 24, 2020, 09:55:19 PM
Update 0.9.8

This one includes the update for Nexerelin diplomacy traits and also adds support for Commissioned Crews.

But wait! There's more! Also includes a new weapon, some updated weapon sprites and a new system for the Seresvalla since the AI just wouldn't work with the old one.

Finis Astra update? not yet. It's hard to find a good way of making that meme of a ship actually good.

Download can as always be found in the opening post. I've also made a tipjar patreon which seems more convenient for donations than paypal and will mirror my downloads there now for those days when bitbucket is being rubbish with downloads.


Full changelog:
Spoiler
0.9.8
Additions:
- Commissioned Crew Support
- Innocentis Swarmpulse

Changes:
- Updated Nex integration
- Demiurge built-in on 'Balance Unto All' HVB reworked
- Zealot Rail-repeater
   - Improved sprite
   - Changed firing pattern
- Dignity Pulse Repeater
   - Improved sprite
   - Lowered time to reach full secondary RoF
- Mariana variant blueprints now come in a single package
- Seresvalla
   - System changed to "Conduit Overdrive"
[close]

Oh my, Nexelerin diplomacy profiles, as a fellow AI degenerate, I would love to update, but I am so far up in my current run that it might be risky to update without breaking something. Sylphon in my save already lost a few of its core worlds, but not to the Luddic Church (thankfully).

Did not really use the capitals when I didn't have their blueprints quite yet when the Hegemony has been kicking butts of other factions and taking planets, and I just happen to have the time and resources to deliver some FREEDOM. So I can't make feedback on the faction when I have not really handled them all yet.

Either way, Imperium, Sylphon, and Galaxy Tigers might get along with their generous AI use. Might.
Title: Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
Post by: Nia Tahl on June 04, 2020, 12:43:26 AM
Udated with a small update. This is mainly aimed at the tournament, but should also make armor polarization a bit nicer to use.

Changelog:
Spoiler
0.9.8b
Changes:
- Armor Polarization
   - Duration increased to 3s
   - Cooldown reduced to 0.5s
   - Now can hold 2 charges
   - Regenerates 1 charge every 10s
- Adjusted base costs of capitals down slightly
[close]
Title: Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
Post by: ryeookin on June 09, 2020, 06:28:27 PM
Firstly I'm really enjoying this cool mod so thanks mod creator!

Secondly I wanted to ask a question. I notice when I'm using the Equilibrium class battleship, after it phases and materializes it zaps/annihilates nearby fighters and it doesn't discriminate friend or foe. What I'm noticing is that in battles piloted by an AI (I like orchestrating the battles, not piloting them myself) it wipes out a crazy amount of my own fighters pretty consistently through out the battle.

I'm wondering if this was intended? Its a cool ship but is really hurting my effective use of fighter squadrons. If there is a way to fix this (or I'm doing something wrong) let me know.

Thanks!
Title: Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
Post by: Nia Tahl on June 10, 2020, 06:47:41 AM
Intended. It's not a carrier faction.

I'll probably remove it anyway so people stop endlessly whining about it.
Title: Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
Post by: SeraphAzriel on June 12, 2020, 12:27:42 PM
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs.  Please keep up the wonderful work! 
Title: Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
Post by: Aereto on June 15, 2020, 04:23:53 PM
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs.  Please keep up the wonderful work!
Granted that the faction goes to a different branch of technology, so modders who prefer maintaining technological continuity would look elsewhere.

Otherwise, they do offer uncrewed fighters and bombers, in addition to uncrewed ships if they have AI cores integrated.
Title: Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
Post by: Nia Tahl on June 16, 2020, 01:32:15 AM
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs.  Please keep up the wonderful work!
Granted that the faction goes to a different branch of technology, so modders who prefer maintaining technological continuity would look elsewhere.

Otherwise, they do offer uncrewed fighters and bombers, in addition to uncrewed ships if they have AI cores integrated.

You mean "mod-users", I would think and if you have nothing constructive to say, please just ignore the mod. Thank you kindly.

Mind you, I've been meaning to rework the lore to better fit them into the "technological continuity", but certainly not to please you.
Title: Re: [0.9.1a] Sylphon RnD 0.9.9 - Lets buff the underperformers a bit
Post by: Nia Tahl on June 18, 2020, 03:35:11 AM
Here is update 0.9.9. This one is mostly about improving some of the underperforming hulls.

Full changes:

- Dread Eagle
   - Generally overhauled
   - Ambush spec removed
   - Flux stats buffed
   - Mobility slightly buffed
   - System changed to Slip Drive
   - DP reduced to 26
- Furika
   - System changed to HEF
   - Dissipation increased by 50
- Equilibrium
   - No longer zaps friendlies
- Nanolaminate armor hullmod
   - No longer zaps friendlies
- Tarima
   - Veritas damage increased from 400 to 500
- Silverhead
   - System changed to slip drive
- Vril
   - DP reduced from 12 to 10
   - Base value lowered to 30000
Title: Re: [0.9.1a] Sylphon RnD 0.9.8a - Tournament and More Edition
Post by: Shuka on June 20, 2020, 04:47:01 AM
Just wanted to pop in and say thank you for the hard work that's gone into this mod, and that Sylphon RnD is my favorite faction for having a nice lore response to the development of AI, having a hecking purple and black color scheme that looks badass, and wonderful ship designs.  Please keep up the wonderful work!

Seconded, I took them out for a playthrough once but I discovered I missed their position in the system and how they interact on the campaign map, and also some of the ships are really fun to fight with or against. And more AI stuff is cool too.
Title: Re: [0.9.1a] Sylphon RnD 0.9.9 - Lets buff the underperformers a bit
Post by: Thaago on June 20, 2020, 10:44:46 AM
 Hi there! The above comment [Edit: Since cleanup the post has been removed] is not productive. Please refrain from using ad-hominems and other toxic behavior.
Title: Re: [0.9.1a] Sylphon RnD 0.9.9 - Lets buff the underperformers a bit
Post by: Alex on June 20, 2020, 03:31:30 PM
Cleaned up the thread a bit to keep it on track.

@Eidam: consider this an official warning.

@Nia: I'd appreciate it if you could ignore (or report, if you feel it's warranted) a post you don't care for instead of escalating.
Title: Re: [0.9.1a] Sylphon RnD 0.9.9 - Lets buff the underperformers a bit
Post by: Zerethon on June 27, 2020, 12:44:56 AM
Sorry if this has been asked before/answered before Nia, But in the "Skins" folder there's a skin for an "Andromeda" Battleship, is that an unused asset or something for a Vayra/other HVB Type thing?

Been playing with SRD For ages now and i've never seen it, and i have an unhealthy obsession with collecting battleship-style ships...
Title: Re: [0.9.1a] Sylphon RnD 0.9.9 - Lets buff the underperformers a bit
Post by: Nia Tahl on June 27, 2020, 03:23:04 AM
The Andromeda will be an HVB at some point, but it's currently in development limbo till I can figure out some quirks with the implementation.
Title: Re: [0.9.1a] Sylphon RnD 0.9.10 - The inevitable Valestri nerf
Post by: Nia Tahl on July 01, 2020, 05:22:47 AM
Update time!

If you watched the tournament, you probably saw this one coming. Some nerfs for the Valestri. Should still be a solid ship just not quite as good at everything.

Changelog:
Spoiler
0.9.10
Changes:
- Valestri
   - Reduced flux capacity to 14000
   - Increased shield upkeep ratio to 0.4
   - Increased DP to 28
   - Reduced armor to 1100
   - Adjusted mount arcs
   - Changed two missile hardpoints to synergy
[close]
Title: Re: [0.9.1a] Sylphon RnD 0.9.10 - The inevitable Valestri nerf
Post by: Viking8008 on July 01, 2020, 11:01:30 AM
Can I watch a reply somewhere of it?
Title: Re: [0.9.1a] Sylphon RnD 0.9.10 - The inevitable Valestri nerf
Post by: Shad on July 01, 2020, 02:46:25 PM
Can I watch a reply somewhere of it?
http://fractalsoftworks.com/forum/index.php?topic=18572.0