Fractal Softworks Forum

Starsector => Mods => Topic started by: Gwyvern on October 03, 2018, 04:24:09 PM

Title: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on October 03, 2018, 04:24:09 PM
(https://i.imgur.com/1P5R3Tf.png)

LEGACY OF ARKGNEISIS
v1.8.4
DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/current-version-41180446)
REQUIRES LAZYLIB Here (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
REQUIRES GRAPHICSLIB Here (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
REQUIRES MAGICLIB Here (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Compatible with Nexerelin



The Anarakis Reparations Society

(https://i.imgur.com/zGbey1k.png)

If fragmented and incomplete records are to be believed, the Anarakis Reparations Society was originally little more than a band of anti war protesters dating back to the earliest days of mankind's conquest of space. This notion seems almost disingenuous, as the organization that exists today is made up of some of the least trustworthy people to be found anywhere in the Persean Sector. Filling their coffers with pirated goods for some unknown end, most are advised to avoid the ARS. Most also ignore this warning, seeking to take advantage of their lackadaisical attitude toward trade regulation, or to bribe their aggression in a particular direction. In spite of their reputation, or perhaps because of it, they have carved out a niche in Sector politics as a useful tool for more established powers.


(https://i.imgur.com/syW3pCZ.gif) (https://i.imgur.com/ik1xoEn.gif) (https://i.imgur.com/bViz4sN.gif)

Legacy of Arkgneisis currently adds a single faction to the campaign, that of the Anarakis Reparations Society, a duplicitous quasi nation of privateers and terrorists that make the reaches of deep space their home.

This includes:
-An entire line of unique ships from corvettes to battlecruisers, with a full set of GraphicsLib maps for dynamic lighting!
-A line of unique weapons and wings mostly geared for medium-to-long range combat, also integrated with GraphicsLib's dynamic lighting features
-Several new stations seeded throughout the vanilla systems
-Nexerelin support
-Commissioned Crews support
-More content on the way!




Ships
The Anarakis Reparations Society flies an odd line of ships dating back many hundreds of cycles, but with no obvious design lineage. At first pass they little to write home about, appreciable engine specs are dragged down by undersized shield cores, mediocre armor, and anemic flux systems. But just under the surface, a good mechanic will find a playground of generous engineering specifications, allowing these heaps of junk to be fine-tuned into vicious, customized war machines.

The blueprints for these ships utilize dated physical and digital mediums that totally sidestep production chips all together. Being easily replicated, the ARS is often willing to sell plans to parties they hold in esteem.

Spoiler

(https://i.imgur.com/bt6L5jG.png)
Fox Class Corvette
Small and fast, geared toward scouting and commerce raiding.

(https://i.imgur.com/6LJUHTz.png)
Walsh Class Frigate
Reliable and aggressive, capable of punching above its weight.

(https://i.imgur.com/iI9DZsC.png)
Edith Class AWACS Frigate
Fragile and poorly armed, but capable of strengthening its allies.

(https://i.imgur.com/83w83ox.png)
Sherman Class Frigate
Massively durable for its size, great for plugging holes in a battle line.

(https://i.imgur.com/gVvArZh.png)
Reid Class Heavy Frigate
Fast and bristling with guns, frigates beware.

(https://i.imgur.com/0pofZcE.png)
Thatcher Class Light Destroyer
Cheap and dependable, with more bite than it lets on.

(https://i.imgur.com/TX7ni8u.png)
Norwood Class Combat Tanker
A large stockpile of missiles strapped to a large stockpile of fuel.

(https://i.imgur.com/185UIaq.png)
Burke Class Destroyer
Slow, but durable, and possessing immense range.

(https://i.imgur.com/yGLMPHe.png)
Caswell Class Light Carrier
Capable of deploying mines and strike craft, often at the same time.

(https://i.imgur.com/rSkFHpo.png)
Victoria Class Destroyer
An iconic all-rounder, combines attack and support roles into one.

(https://i.imgur.com/rvW4qBc.png)
Osmond Class Heavy Destroyer
Massive and possessing heavy firepower, also functions as an interdictor.

(https://i.imgur.com/sQfoJee.png)
Hawke Class Drone Carrier
Lacking against single targets, but effective at controlling crowds.

(https://i.imgur.com/SecR6Zw.png)
Jameson Class Freighter
An appreciable amount of cargo space defended by destroyer-grade fighter capacity.

(https://i.imgur.com/UalzrLS.png)
King Class Cruiser
Aggressive in the extreme, capable of putting large volumes of gunfire downrange.

(https://i.imgur.com/OxGP2vK.png)
Lyons Class Cruiser
Supreme durability and a varied weapons package leave few angles of attack.

(https://i.imgur.com/Pvc6FLL.png)
Macnamara Class Heavy Cruiser
Fast and bristling with guns, cruisers beware.

(https://i.imgur.com/Ozts0wE.png)
Alastair Class Battlecruiser
Small for its class, but adaptable, also functions as a heavy interdictor.

[close]



Weapons
In addition to their ships, the Society produces a number of unique domestic armaments. These likewise have no traceable design lineage, and schematics for them are overwhelmingly physical with little to no consideration for Autoforge compliance. This forces them to rely on the Sector's more ubiquitous offerings to ensure their fleets are fully equipped.

The blueprints for these weapons utilize dated physical and digital mediums that totally sidestep production chips all together. Being easily replicated, the ARS is often willing to sell plans to any parties they hold in esteem.

Spoiler

(https://i.imgur.com/andkmZK.gif)
Bongo and Bass Drum
Saturation PD weapons that excel against missiles.

(https://i.imgur.com/XbEYnMN.gif)
Bullpup and Bulldog
Long range high explosive auto cannons with a timed fuse.

(https://i.imgur.com/hCajhMq.gif)
Incendiary Sprayer and Blaster
Cheap piston catapults that hurl huge blobs of voracious pyrotechnics.

(https://i.imgur.com/8yP9noh.gif)
Shield Pike and Shield Lance
Burst weapons firing dense streams of charged ions.

(https://i.imgur.com/MtebjSS.gif)
The Monogram and heavy variant.
Efficient, rapid fire railguns possessing immense range but low damage.

(https://i.imgur.com/fQEjZ6h.gif)
The Pellet series of coilguns
Powerful, long range kinetic weapons that hurl jets of relativistic particles.

(https://i.imgur.com/EY6cUJZ.gif)
Light, Standard, and Heavy Plasma Drivers
Microrails spraying tiny volumes of heated plasma at incredible velocity.

(https://i.imgur.com/Sqd4ddq.gif)
Standard and Heavy Electron Rifles
Efficient energy blasters capable of stopping torpedoes in their tracks.

(https://i.imgur.com/gPgpbAI.gif)
Plasma Buster
A modified Plasma Driver that feeds off of pre-filled tanks to deal immense damage at close range.

(https://i.imgur.com/15duVxY.gif)
Lighthouse
A bargain-bin ballistic-mounted laser weapon suffering from poor accuracy and damage throughput.

(https://i.imgur.com/7FKfci7.gif)
Can MRM
An expensive, reloading kinetic missile launcher launcher designed to suppress shields at range.

(https://i.imgur.com/18PNRG9.gif)
Rod MRM
Reliable, two-stage self-aiming rockets designed to saturate a cone of fire with high explosives.

(https://i.imgur.com/OChfRl9.gif)
Needle PDM
Cost-efficient anti-missile missiles, perfect for fleet-wide PD coverage.

(https://i.imgur.com/PrU2j6M.gif)
Mosaic Torpedo
A meandering torpedo with big damage and a wide AOE.

(https://i.imgur.com/NjWbITI.gif)
Monodrone
Incredibly cheap, unmanned attack drones, not very potent.

(https://i.imgur.com/hj6Ci5x.gif)
Jack Combat Drone
General-purpose, unmanned attack drones.

(https://i.imgur.com/3bma1UT.gif)
Ace Heavy Interceptor
Unshielded, but well armed. Excels against strike craft and small warships.

(https://i.imgur.com/8j3gveJ.gif)
Earl Strike Fighter
Mountings a single-charge Plasma Buster, proficient against heavily armored targets.

(https://i.imgur.com/W69v8eo.gif)
Baron Gunboat
Large strike craft designed primarily to engage other strike craft.

(https://i.imgur.com/ltXWVNv.gif)
Duke Heavy Gunboat
One of the largest ships to be launched from a flight deck, carries a wide array of weapons into battle.

[close]



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

"What do you make of it boss?"
"Just take whatever scans you can from here, we'll sell the data and let some other idiot wander into that deathtrap."


Changelog
Spoiler

v1.8.4
Fixed the same Linux bug.

v1.8.3
Updating for continued version checker compatability.

v1.8.2
Fixed A Linux bug.

v1.8.1
Fixed a crash involving impossible Burke P Variants.

v1.8.0
Post tournament balance and additions.

v1.7.1
Bugfixes and balance tweaks.

v1.7.0
New fighters, new jams.

v1.6.3
Hotfix for a crash involving the Needle and Can Missiles.

v1.6.2
Also correcting the fuckups of 1.6.0

v1.6.1
Correcting the fuckups of 1.6.0

v1.6.0
Another balance overhaul, a few new weapons.

v1.5.1
Hotfix for minor issues from the last update.

v1.5.0
Total art overhaul, too many other changes to list.

v1.4.2
Various minor tweaks and improvements.

v1.4.1
Update for Starsector V 0.9.1a

v1.4
More adjustments and a new mission.

v1.3.1
Added a missing description

v1.3
Lots of ***

v1.2.8
Fixed a bug where Society Raid End intel would not disappear. Minor graphical improvements to the Champion class Cruiser

v1.2.7
Campaign related scripts should now function properly in Nexerelin random mode.

v1.2.6
Various balance tweaks, Ion Pike reworks. Campaign script improvement.

v1.2.5
Compatibility update in anticipation for an upcoming Nexerelin update.
Completely re-worked Alastair's Web from the ground up.

v1.2.4
The build cost of certain weapons has been lowered.

v1.2.3
All the Exodus Initiative blueprints are now much more expensive.

v1.2.2
Attempted to fix an issue where certain weapons showed up as loot in research stations.
Fixed an issue where Exodus Initiative blueprints would pile up in ARS military markets over time.
Made a certain encounter a bit easier.

v1.2.1
Removed some deprecated variants that were causing issues for some users.

v1.2
Some campaign additions, Some balance and mechanics tweaks, some super secret shenanigans.

v1.1.1
Minor bugfix and slight balance tweaks.

v1.1
Compatibility fix for Starsector 0.9a as well as several balance, and visual changes. As well as the Hawke Class Drone Carrier.

v1.0
First Public Release
[close]

Major Contributors

MesoTroniK
For lots of scripting, all the sound effects, and a lot of guidance without which this mod would have taken a whole extra year (or more) to produce.

Nicke535
For an absolute mountain of custom script work, seriously, without him this mod would have turned out far more mundane than it did!

Apocalyptic Universe
For a full faction set of custom music, it really ties the whole thing together.
https://www.youtube.com/channel/UC7eFegoi6Y-CIDTLbEMbLFQ

Contributors

Avanitia, GourdGlow, Haruma Kai, REDACTED Element, Nia, and Kiwibear, for a truckload of playtesting and balancing suggestions.

Inventor Racoon, Blothorn, MShadowy, Dark Revenant, and Histidine, for scripts (again).

Tartiflette, for his generous CC attributions that make using his examples easy for everyone.

And the entire unofficial starsector discord community, because really I received more bits-and-pieces of help from you guys over the past year than I can possibly recall.



This mod operates under a modified Creative Commons Attribution-NonCommercial-ShareAlike license.
HOWEVER should anyone attempt to abuse this, I hereby reserve the right to change the nature of this license at any time and for any reason, requiring any derivative works to retroactively conform to the new conditions or be removed from the web.

Should this be necessary, any components of this mod that require the maintenance of the current license type will be removed or replaced to conform to guidelines.

Like the mod? Consider donating!
(https://i.imgur.com/NRb4L0Y.png) (https://paypal.me/gwyvern)
(https://i.imgur.com/ZzEUykP.png) (https://www.patreon.com/gwyvern?fan_landing=true)
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: SafariJohn on October 03, 2018, 05:13:23 PM
I must say, the illustration at the top is awesome.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: MesoTroniK on October 03, 2018, 05:16:39 PM
https://youtu.be/B0azMOJ-h_o

It is a long hard road out there, life as it is known. As it is also a path from nothing to a feature-complete high-quality faction mod, kudos my man. To players out there, this mod kicks ass and has some pretty neat stuff (weapons especially in my opinion) and I hope you all enjoy it as much as the content creators that made it do!
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Cyan Leader on October 03, 2018, 06:39:21 PM
The weapon previews are top notch, thanks for creating that.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: A Random Jolteon on October 03, 2018, 07:02:41 PM
Hint for anyone just starting using this mod: Victoria is Love, Victoria is Life.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: AxleMC131 on October 03, 2018, 10:19:40 PM
Congrats Gwyvern for getting this mod out of the development gate and into the forum community.  ;) I'm sure it'll be a blast.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: The2nd on October 04, 2018, 01:30:07 AM
I told myself that I would wait for 0.9 for another playthrough... but damn this looks awesome.

Urge to play intensifies.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Cycerin on October 04, 2018, 05:30:04 AM
Need to check this out. The weapons look like great fun. Props on your follow-through and grats with a nice juicy 1.0 release, Gwyvern.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Arkiuz on October 04, 2018, 10:37:33 AM
What a pleasant blue.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Nia Tahl on October 04, 2018, 11:29:39 AM
Some really lovely shading on those ship sprites there :3

gz on your full release, buddy. Macnamara is still a beauty
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Kwbr on October 04, 2018, 03:04:10 PM
Wow congrats, the effort put into this really shows. I'm definitely gonna have to give this a full playthrough.

also sorry for not replying on discord like..... over a year ago, i only just realized recently
oops
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on October 04, 2018, 03:31:27 PM
***'s changed a lot since then for sure.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Morbo513 on October 06, 2018, 05:01:13 PM
I'm a big fan of the visual style, this looks awesome
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on October 06, 2018, 09:56:05 PM
I'm a big fan of the visual style, this looks awesome

Danke
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: cardgame on October 07, 2018, 03:02:17 PM
I really want to like these weapons, but my first impression is that they are very weak.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on October 07, 2018, 04:27:16 PM
You want to elaborate on that?
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: jupjupy on October 08, 2018, 12:17:00 AM
I really want to like these weapons, but my first impression is that they are very weak.

You want to elaborate on that?

Aside from the ion beam, I sort of see what cardgame means. Compared to some other weapons, the impact upon hit feels a little bit too small, and some of them are a little too 'clean' in terms of firing effects and maybe projectile weight. Nothing wrong per-se, just pointing out that they feel on the more piddly side, sort of like the vanilla Railgun. (Contrast, say, the Hellbore)
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on October 10, 2018, 03:24:20 PM
Kind of vague but enough that I can look into it...ugh that means I'll have to re-do the preview gifs again
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: lethargie on November 06, 2018, 08:18:19 AM
The pellets gun looks amazing, I really like them, they have such a nice feeling when you shoot them.

I'm unsure about the plasma caster thought. It looks good, but it seems the stats are hilariously bad. Flux inefficient, short range low damage beam weapon? How I'm I supposed to use that. A phase lance seems better in almost every conceivable way.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on November 06, 2018, 04:06:19 PM
The pellets gun looks amazing, I really like them, they have such a nice feeling when you shoot them.

I'm unsure about the plasma caster thought. It looks good, but it seems the stats are hilariously bad. Flux inefficient, short range low damage beam weapon? How I'm I supposed to use that. A phase lance seems better in almost every conceivable way.

Thank you!

Though there is no weapon in the mod called "Plasma Caster" Can you double check and clarify which weapon you are talking about?
At first I thought it might have been the Plasma Driver but that has more range than a phase lance, does almost 100 more DPS, and is only marginally less effective against heavy armor, so I'm at a loss as to which weapon you are referring to.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: lethargie on November 09, 2018, 05:58:56 AM
Yeah, plasma driver, that's it exactly.

It does more sustained damage, but it does no burst damage. Burst damage is the only reason phase lance is good, because it can go through shield when they are close to overload. On top of that, more concentrated firepower means the phase can burn the hull though a small hole in the armor rather than damage the armor all over.

The normal pulse gun got barely less range than the plasma driver but deal hard flux,it got the same dps and flux efficiency too. I have yet to find a ship where putting a plasma driver would be useful. Maybe on an eagle/falcon.

I think that's also the compounding problem. None of your ship can really wield it.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Obsidian Actual on November 09, 2018, 12:06:04 PM
Pretty sure the Plasma Driver belongs to Soren's Dassault-Mikoyan Engineering mod.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on November 09, 2018, 04:17:30 PM
Yeah, plasma driver, that's it exactly.

It does more sustained damage, but it does no burst damage. Burst damage is the only reason phase lance is good, because it can go through shield when they are close to overload. On top of that, more concentrated firepower means the phase can burn the hull though a small hole in the armor rather than damage the armor all over.

The normal pulse gun got barely less range than the plasma driver but deal hard flux,it got the same dps and flux efficiency too. I have yet to find a ship where putting a plasma driver would be useful. Maybe on an eagle/falcon.

I think that's also the compounding problem. None of your ship can really wield it.

I guess I can look into making them more flux efficient and see how that affects balance, as currently they can burn through heavy armor in roughly the same time as a phase lance after accounting for its long reload, and then do more damage to the underlying hull all at greater range. Increasing its damage would likely be unwise.

This should also help my ships utilize it..probably?

Pretty sure the Plasma Driver belongs to Soren's Dassault-Mikoyan Engineering mod.

We developed two different weapons around the same time and gave them the same name by accident, I have already discussed this with Soren and he decided that he would change his at some point.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: grinningsphinx on November 15, 2018, 11:55:17 AM
Hey, just wanted to say thank you for this mod!  Using it on my current playthrough, have about 20 hours into it.


Couple of things btw:  The ship sprites look good, and i like how each ship has its niche and none are ever useless. One point of contention i have is that the ships themselves look really really clean...which doesnt fit with the factions backstory of semi-pirates/thug.  I mean, they look CLEAN.  Also, ive seen several of the ships show up in different markets with a slate gray/titanium color, which i personally think looks better then the current cobalt blue.....basically, i think the ships should be 'dirtier' and there should be some well...less blue saturation. They look pretty uh..too blue everywhere. Distinguishing them in a scrum is sometimes difficult, especially the Burke. The other thing is the names for stuff..Imperial naming nomenclature doesnt seem to really fit there lore either. Some strange naming conventions in weapons as well, specifically the "shape" lines of missiles. Could just be me, but having cool names adds to the psychology of the faction..who doesnt want cool names for stuff?

Anyways, thanks much!
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on November 15, 2018, 03:32:09 PM
Spoiler
Hey, just wanted to say thank you for this mod!  Using it on my current playthrough, have about 20 hours into it.


Couple of things btw:  The ship sprites look good, and i like how each ship has its niche and none are ever useless. One point of contention i have is that the ships themselves look really really clean...which doesnt fit with the factions backstory of semi-pirates/thug.  I mean, they look CLEAN.  Also, ive seen several of the ships show up in different markets with a slate gray/titanium color, which i personally think looks better then the current cobalt blue.....basically, i think the ships should be 'dirtier' and there should be some well...less blue saturation. They look pretty uh..too blue everywhere. Distinguishing them in a scrum is sometimes difficult, especially the Burke. The other thing is the names for stuff..Imperial naming nomenclature doesnt seem to really fit there lore either. Some strange naming conventions in weapons as well, specifically the "shape" lines of missiles. Could just be me, but having cool names adds to the psychology of the faction..who doesnt want cool names for stuff?

Anyways, thanks much!
[close]

Thank you! And I'm sure things regarding the background seem a bit hazy now , but just about every point you have made has a deliberate reason for being the way it is, but If I just came out and dumped all this information at once it would spoil the future! (And really, how many people want to read a massive, context-less exposition dump in the first place?)

As for the cleanliness I do agree, however, just adding dirt to the current sprites would not work, as when you get multiple ships of the same class lined up next to each other with the same prominent wear and tear patterns it looks jarring, the original versions were much dirtier and were cleaned up for this reason.

I also agree that I may have made the blue a little too saturated, and some time in the far future a comprehensive sprite re-work for the faction is not out of the question, but for now that would take up a lot more time than I have available, so it will remain as is, and the few ships I still have yet to add will conform to the current style to avoid clashing with the rest of the fleet.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: grinningsphinx on November 15, 2018, 09:10:33 PM
Hmm..the lightning system on the Battlecruiser seems to cause a null pointer error.

I tried to attach the log to this message, but id guess its too big. How can i get the log file to you?
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on November 15, 2018, 10:03:39 PM
Hmm..the lightning system on the Battlecruiser seems to cause a null pointer error.

I tried to attach the log to this message, but id guess its too big. How can i get the log file to you?


Attaching the file itself using a file hosting website, joining the Unofficial Discord server who's link is posted...somewhere in this forum? Or going through it and finding the actual error part of the log and only pasting the stuff around that.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: grinningsphinx on November 15, 2018, 10:36:17 PM
sent via discord, ty!
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on November 16, 2018, 03:27:29 AM
sent via discord, ty!


I cannot seem to replicate your issue on my end, first, make sure you are using the latest version of DaRa, and then re-download LoA for good measure, check if you are still having the issue, and *then* if you are, you will have to provide more detailed information about the conditions before the crash.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: grinningsphinx on November 16, 2018, 11:46:11 AM
sent via discord, ty!


I cannot seem to replicate your issue on my end, first, make sure you are using the latest version of DaRa, and then re-download LoA for good measure, check if you are still having the issue, and *then* if you are, you will have to provide more detailed information about the conditions before the crash.

Dissassemble/Reassemble?

Checked, both version are the latest version. What further information should i provide?
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: Gwyvern on November 16, 2018, 02:06:40 PM
sent via discord, ty!


I cannot seem to replicate your issue on my end, first, make sure you are using the latest version of DaRa, and then re-download LoA for good measure, check if you are still having the issue, and *then* if you are, you will have to provide more detailed information about the conditions before the crash.

Dissassemble/Reassemble?

Checked, both version are the latest version. What further information should i provide?

What was happening right before the crash, are you sure it is the system, are you sure your download wasn't corrupted, what were you targeting specifically, was the ship under player or AI control? any strange weapons involved in the fight?

I cannot get the crash to occur on my end so...I need to know if I am missing something.
Title: Re: [0.8.1a] Legacy of Arkgneisis 1.0
Post by: grinningsphinx on November 17, 2018, 12:18:55 AM
sent via discord, ty!


I cannot seem to replicate your issue on my end, first, make sure you are using the latest version of DaRa, and then re-download LoA for good measure, check if you are still having the issue, and *then* if you are, you will have to provide more detailed information about the conditions before the crash.

Dissassemble/Reassemble?

Checked, both version are the latest version. What further information should i provide?

What was happening right before the crash, are you sure it is the system, are you sure your download wasn't corrupted, what were you targeting specifically, was the ship under player or AI control? any strange weapons involved in the fight?

I cannot get the crash to occur on my end so...I need to know if I am missing something.

Running the Alastair through simulator battles.  I tried vs several ships but firing the interdictor system against the vendetta always caused the crash. Downloads not corrupted, i re-downloaded it and replaced it.  I was letting the AI control both ships. I cant remember what the "balanced" version of the Vendetta has as far as weapons go, but they all looked fairly traditional to me. The alastair had lots of pellet guns etc...but it didnt seem to matter what i equipped it with; crash always occurred when the first use of the system fired off.

Title: Re: [0.9a] Legacy of Arkgneisis 1.1
Post by: Gwyvern on November 23, 2018, 07:04:57 PM
Legacy of Arkgneisis 1.1 is here!

I apologize for the delay, but Starsector's latest major update dropped at a pretty bad time for me, between work and some loose content threads that I had been working on, getting the update to a presentable state took much longer than the actual compatibility fix. And even then, I had to cut back a few things I had planned for this update.

As well as the initial compatibility fix for StarSector 0.9a there have been a few balance changes, some effects tweaks and a new ship!

The Hawke Class Drone carrier, a light cruiser built to deploy large numbers of cheap, expendable drones.

A full changelog can be found here: https://www.dropbox.com/s/qy34j8svz07d61q/LOA%201.1%20changelog.txt?dl=0 (https://www.dropbox.com/s/qy34j8svz07d61q/LOA%201.1%20changelog.txt?dl=0)
Title: Re: [0.9a] Legacy of Arkgneisis 1.1
Post by: SCC on November 24, 2018, 03:58:05 AM
Uh, there are 2 bullpup autocannon; one's small, the other medium ballistic weapon. Maybe change the smaller one to just bullpup cannon? It's bulldog and bullpup. You should consider changing the name of one of them anyway.
By the way, I really dig the ship looks and style. Were you inspired by Ironclads?
Title: Re: [0.9a] Legacy of Arkgneisis 1.1
Post by: Jonlissla on November 24, 2018, 09:37:46 AM
Great mod! I think I found a crash though. There's a bounty that has been generated by your faction and clicking on it in the Intel screen causes a crash, and encountering the fleet ingame causes one as well.

Quote
1343810 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:907)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:353)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:395)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

EDIT: Actually, encountering some of the mod fleets seems to cause this crash, not just the bounty.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1
Post by: Gwyvern on November 24, 2018, 01:33:26 PM
Spoiler
Uh, there are 2 bullpup autocannon; one's small, the other medium ballistic weapon. Maybe change the smaller one to just bullpup cannon? It's bulldog and bullpup. You should consider changing the name of one of them anyway.
By the way, I really dig the ship looks and style. Were you inspired by Ironclads?
[close]

No, I have never used the Ironclads mod.

Spoiler
Great mod! I think I found a crash though. There's a bounty that has been generated by your faction and clicking on it in the Intel screen causes a crash, and encountering the fleet ingame causes one as well.

Quote
1343810 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:907)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:353)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:395)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

EDIT: Actually, encountering some of the mod fleets seems to cause this crash, not just the bounty.
[close]

Do you know if the bounty was posted *BY* my faction? or was a bounty to *KILL* my faction? Because most likely a ship in that fleet is doing something wrong, and null-pointer error logs are basically useless for determining the failure point outside of noting when they occur and what was going on at that moment. So far I have been unable to recreate the crash on my end.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1
Post by: Jonlissla on November 24, 2018, 03:52:26 PM
Do you know if the bounty was posted *BY* my faction? or was a bounty to *KILL* my faction? Because most likely a ship in that fleet is doing something wrong, and null-pointer error logs are basically useless for determining the failure point outside of noting when they occur and what was going on at that moment. So far I have been unable to recreate the crash on my end.

It was posted by the mod faction, yes. I'm going to experiment a bit more and see if it's a mod collision or some other fault.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1
Post by: Gwyvern on November 24, 2018, 05:06:08 PM
Do you know if the bounty was posted *BY* my faction? or was a bounty to *KILL* my faction? Because most likely a ship in that fleet is doing something wrong, and null-pointer error logs are basically useless for determining the failure point outside of noting when they occur and what was going on at that moment. So far I have been unable to recreate the crash on my end.

It was posted by the mod faction, yes. I'm going to experiment a bit more and see if it's a mod collision or some other fault.

The most common cause I know of for what you are describing is if the subsystem of a given ship contains errors in its script, as the game loads all of that data on any screen where one might be able to access a ship's stat card. This would include viewing a bounty in an intel screen, which includes readouts for some of its ships, as well as when you encounter a fleet, and are shown its entire roster.

Likely, one of the ships in that bounty fleet has a bugged subsystem, double-check all of your mods and make sure they are up-to-date.
Title: Re: [0.9a] Legacy of Arkgneisis 1.11
Post by: Gwyvern on November 25, 2018, 04:52:01 PM
Legacy of Arkgneisis v1.1.1

- Fixed a bug with the Bassdrum CIWS that both caused it to not be equipped by the AI, and caused the fighter version of the Bongo CIWS to erroneously show up in markets.

- The Monodrone has had it's missile removed, and the range of its main gun reduced to 500.

- The spawn weights for all Generic and Pirate variants has been lowered.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Kittah Khan on November 28, 2018, 05:05:38 PM
Some remarks:

Monodrones have been over-nerfed, removing the rod or reducing monogram range would have done the trick, currently, talons are much more effective at every role.

Some weapons/lpcs are widely available, is that intended?

Light plasma drivers are probably too good at PD, slower turn rate and increased range may alleviate that and make it more general purpose.

Plasma buster is too good at burst, AI wolves with two sabots and multiple busters shred frigates and destroyers, perhaps reducing damage per shot but increasing charges will reduce the alpha strike potential, but maintain its role as a limited use burst weapon?
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: MesoTroniK on November 28, 2018, 06:58:21 PM
Talons cost 2 OPs.
Monodrones cost 0 OPs.

Talons cost literally infinity more. Try comparing to Mining Pods instead as they are also free.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Gourdman on November 28, 2018, 07:06:21 PM
Monodrones en mass were ridiculous with their medium damage rockets.  They could rip holes in armor and then tear them apart with their long range frag weapons.  As far as their comparison to Talons, they were outright better, with higher range vulcans, better armor pen, and more numbers.

The nerf was well deserved as it stands.  The wing was capable of delivering boatloads of damage from outside of destroyer and frigate range, and even outranging most cruisers when they went behind.

Being outside of PD range, able to fire good armor pen missiles, and being superior in number to Talons all while costing less?

The nerf was needed if it were to retain it's 0 OP designation.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Kittah Khan on November 29, 2018, 02:12:15 AM
I don't dispute that they were overpowered.

A listed OP comparison is invalid, the hangar slot counts for a lot more, it's a bit more like comparing 8 OP to 10 OP. Think on how many weapons a wing of talons can bring to bear without endangering the host ship.

My point was that removing the missiles OR reducing range would have brought monodrones in line.
Mining drones are sturdier and decent at PD, plus, they are currently auperior at anti-ship roles due to greater effective damage output while shields and armor are up.
Talons are excellent all-rounders and great interceptors, but cost crew and 2 OP more.

Depending on the niche you want them to fill:
If primary range were returned to 1000, monodrones would provide constant pressure.
If the missiles were returned, they would provide armor breaking and finishing power.

In either case, this would still make talons far superior at most roles and mining drones would still be better at PD.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Gwyvern on November 29, 2018, 04:07:43 AM
Maybe putting their range closer to what it used to be might be warranted, since these things aren't exactly a "hard" weapon so balancing them is a bit tough. Though the monodrone's range was *never* 1000.

And yes, Talons will always beat them out, they actually cost something to mount (thankfully)
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Kittah Khan on November 29, 2018, 04:58:00 AM
Nice, having them hover outside of instant flyswatting range should allow monodrones to be useful at harassment.

Did you read the other points in my original post? They may have gotten overshadowed by my Monodrone remark.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Gwyvern on November 29, 2018, 05:04:26 AM
Right, yes some of the weapons are meant to be common sector wide.

I'm not sure I follow on the plasma driver, it can no sell a fair few types of missile, but its range and reload means it can rarely stop more than 1 or two before its out of time. Rotation speed is the sort of stat that can instagib a weapon's effectiveness vs certain targets so I'm not sure changing that is a good idea.

The plasma buster has already been brought up by others, I intend to reduce its ammo by 1 and give it a real flux stat.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Kittah Khan on November 29, 2018, 05:55:57 AM
Mostly, I'm comparing PD lasers(4 OP) to the Light Plasma Driver(5 OP)
I'm doing this comparison instead of other PD weapons because the range, ability to hit targets and damage type are similar.

In general, you can expect PD lasers to struggle against anything but swarmers, trebuchets and ultra-light fighters. They need to be massed to put a dent in incoming ordnance or fighters.

The light plasma driver, on the oher hand, can burn fighters and bombers out of the sky with comparative ease, heavier missiles are deleted with impunity and it can do appreciable damsge to larger ships. I don't think the increased flux cost(offset by not taking as many hits on the shield) and 1 OP justify that.

Try running a test with 4 Light Plasma Drivers against various threats, and then run the same with 5 PD lasers.
I believe the only situation in which 5 PD lasers are better than 4 Light Plasma Drivers is against a large amount of light projectiles(swarmers and similar weapons)

The reason why I suggested reducing turn rate and increasing range is that this would fit the ARS lore of being range focused, reduce the ability to take out fighters that get in close, and reduce the ability to take out missiles from different directions, but retain the ability to burn heavier weapons out of the sky.
As an alternative, removing the Point Defense tag from Light plasma drivers may do the trick, this will make them excellent anti-fighter weapons. You already have the Bongo aad Bass Drum for PD, regardless.

I hope that clarifies my point.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Gourdman on November 29, 2018, 02:20:10 PM
Let me put it into perspective as to why 0 to 2 is not the same as 8 to 10.

8 to 10 is a compromising decision.  It requires you to think about what you use, and whether or not you need those extra vents, that one good hullmod.  Or even whether or not your ship will have the right weapons to perform it's task.  Heavy Blaster vs Pulse Laser, which are massive *different* weapons, separated by 2 OP.

It's a decision you have to weigh checks and balances against and go "I'd better chose carefully, might try both builds before I go ahead with using this fighter wing, or this weapon".

0 to 2, is not a compromising decision.  Classic Monodrones vs Talons is a no-brainer.  Monodrones outnumber, outdamage, and outrage talons AND cost nothing to mount.  They are harder to hit with projectile based PD, harder to hit with PD in general due to their range, and cause various issues with enemy AI due to how much they outrange most ships.

If you ever wondered why many fighters have special 'fighter versions' of weapons, this is why.  Long range fighters can cause the AI to mismanage it's engagements and turn tale on say...an Onslaught to try and swat a Monodrone with it's extra long fighter range.  This is bad.  Especially if you exploit it or use Monodrones often, because these situations only amplify with more on the battlefield.

I locked up most battles in early, mid, and mid-late game with two Hawkes due to this phenomenon.  These fighters cause a serious exponential problem with balance.  The more you use, the worse it gets, and the more powerful they seem.  The high accuracy long range guns they utilize melt frigates when used en masse, which isn't hard to do thanks to the high wing size, and causes problems with lots of destroyers as well.

If you don't think these are glaring issues, then I don't have much else to say.  These fighters, as are, would sit more at 4-6 OP, since they outperform Talons and break the game the more you use.  Flak helps, sure, but not when they hover out of PD range.

These fighters are an issue for many reasons.  And range is the biggest problem.  The missiles could be left well enough alone if the range was nerfed.  They're highly accurate, high ranged, high burst fighters that cost 0 OP and can be deployed en masse very easily.

Talons?  They crumble when they encounter flak, very quickly.  Hell, even burst PD will melt these little guys.  Whereas one wing of Monodrones can deplete two Burst PD mounts.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Kittah Khan on November 29, 2018, 04:33:13 PM
Gourdman, I'll try and go over your post point by point.

Let me put it into perspective as to why 0 to 2 is not the same as 8 to 10.

8 to 10 is a compromising decision.  It requires you to think about what you use, and whether or not you need those extra vents, that one good hullmod.  Or even whether or not your ship will have the right weapons to perform it's task.  Heavy Blaster vs Pulse Laser, which are massive *different* weapons, separated by 2 OP.

It's a decision you have to weigh checks and balances against and go "I'd better chose carefully, might try both builds before I go ahead with using this fighter wing, or this weapon".

0 to 2, is not a compromising decision.

Seems like you didn't get what I was saying, here it is, hopefully better worded:

During the design of the current fighter system, Alex designed and balanced fighter bays so that each bay reduced ship OP by some amount, in my post the 8 is an inaccurate guess as to what that amount could be.
He did this to make fighter bays act as a sunk cost, if it were not so, a carrier could theoretically bling out on all the things you can spend OP on, slots permitting. This is also why a converted hangar costs a decent chunk of OP.

Classic Monodrones vs Talons is a no-brainer.  Monodrones outnumber, outdamage, and outrage talons AND cost nothing to mount.  They are harder to hit with projectile based PD, harder to hit with PD in general due to their range, and cause various issues with enemy AI due to how much they outrange most ships.

If you ever wondered why many fighters have special 'fighter versions' of weapons, this is why.  Long range fighters can cause the AI to mismanage it's engagements and turn tale on say...an Onslaught to try and swat a Monodrone with it's extra long fighter range.  This is bad.

If ship AI is confused by out-of-range fighters, that's a fair concern. Though I have not seen ships focus on fighters while in direct combat with a threat.

I did suggest two ways to get them in a good spot, one was making them standoff fighters that are annoying, the other was keeping the short range, but returning the missile. There are probably other ways to make monodrones be a decent(as in, not OP) pick. But I think all of them ought to involve having a monogram attached. So my thinking was along the lines of "How do you make a monogram drone useful without being a talon clone?"

One correction, there are 4 Monodrones per wing, the same as talons, you also forgot to mention Monodrones not using up crew when they splat, but I'll admit that's not a great concern.

Especially if you exploit it or use Monodrones often, because these situations only amplify with more on the battlefield.

I locked up most battles in early, mid, and mid-late game with two Hawkes due to this phenomenon.  These fighters cause a serious exponential problem with balance.  The more you use, the worse it gets, and the more powerful they seem.  The high accuracy long range guns they utilize melt frigates when used en masse, which isn't hard to do thanks to the high wing size, and causes problems with lots of destroyers as well.

If you don't think these are glaring issues, then I don't have much else to say.  These fighters, as are, would sit more at 4-6 OP, since they outperform Talons and break the game the more you use.  Flak helps, sure, but not when they hover out of PD range.

These fighters are an issue for many reasons.  And range is the biggest problem.  The missiles could be left well enough alone if the range was nerfed.  They're highly accurate, high ranged, high burst fighters that cost 0 OP and can be deployed en masse very easily.

Talons?  They crumble when they encounter flak, very quickly.  Hell, even burst PD will melt these little guys.  Whereas one wing of Monodrones can deplete two Burst PD mounts.

Classic Monodrones are OP, I have not stated otherwise. The ability to get around shields and deal armor breaking damage, followed by the death of a thousand cuts without going splat is too much.

Let me ask you a question though, have you tried using those Hawkes in the 1.1.1 patch? I think you'll get the point I'm trying to make. I would honestly prefer mining pods over Monodrones in the 1.1.1 patch.

My original point was not "Make Monodrones great again!"
The point I tried to make was that reducing range AND removing missiles made them target practice, 200 fragmentation DPS is very unimpressive until the target is nearly dead already.

I hope this clears up any misunderstandings, if you want to continue this discussion, perhaps we ought to take it to PM, this thread has been derailed enough.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: FeudalWulf on December 04, 2018, 10:18:28 PM
Completely off topic from what all you are talking about, I'm just wondering if there are blueprints added to this mod. I don't know if blueprints are required or not for the game to function or if the game auto generates them, I say this because I've scanned plundered and tech-mined half the sector and still havent found my beloved medium sized sabot pods, i wonder if they even have a BP. Infact I've stopped finding BPs altogether in the past few days of playing this and I know I'm missing quite a few different things.

I'm just overall confused. Mostly just wondering if i can manufacture the weapons in this mod.
Title: Re: [0.9a] Legacy of Arkgneisis 1.1.1
Post by: Gwyvern on December 05, 2018, 06:04:12 AM
If you're asking if this faction has blueprints for its ships and weapons, the answer is yes, though in the current version you can only obtain them through raids.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2
Post by: Gwyvern on December 10, 2018, 03:58:04 PM
LEGACY OF ARKGNEISIS v1.2 IS NOW LIVE

- The Plasma Buster has had its ammo capacity reduced to 2, and its flux stats increased heavily. It should still be very efficient, but no longer effectively free.

- The Light Plasma Driver has had its turn speed raised slightly

- The Duke Gunship has had its role changed from SUPPORT to FIGHTER, this comes with a lot of other tweaks that have turned it into an effective kinetic assault craft, with token HE and PD capability. in light of this, it's OP cost has been raised to 14. I have also re-named its main gun to simply "Pellet Gun" apparently the old name was causing confusion about its effectiveness, but it is in-fact a full sized, medium pelletgun...on a fighter.

- Icon art for all hullmods has been updated and improved.

- Blueprints now fully implemented with custom icons and everything, in addition to raids, ARS blueprints can now be bought on rare occasion from ARS military markets.

- ARS Civilian ship markets will no longer sell standard ARS ships except in very rare circumstances, instead you will regularly find ARS Generic variants on the civilian market. And will have to go through the military or the black market to get their standard offerings.

- The ARS will now behave far closer to how they are presented in lore. At semi-random intervals they will engage in hostilities with a random faction, barring a few exceptions, these hostilities are temporary. Later on i intend to expand this feature, but for now it will simply make them as volatile as they are advertised to be.

- Some classified shenanigans...
Title: Re: [0.9a] Legacy of Arkgneisis 1.2
Post by: Kitfox88 on December 10, 2018, 05:07:42 PM
Will this update break saves?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2
Post by: Ravenholme on December 10, 2018, 05:34:21 PM
Will this update break saves?

Yes, according to Gwyvern on Discord.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2
Post by: Kitfox88 on December 10, 2018, 06:09:28 PM
Dang, oh well. Thanks!
Title: Re: [0.9a] Legacy of Arkgneisis 1.2
Post by: Wyvern on December 10, 2018, 06:16:16 PM
The latest 1.2 version fails on startup with:
Code
3910 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /Users/wyvern/Desktop/Starsector.app/Contents/Resources/Java/../../../mods/Legacy of Arkgneisis (data/hulls/skins/al_thatcher_g_customD.skin)]
3915 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [al_thatcher_g] not found!
Also, the variants files have a persistent typo of "rading" instead of "raiding".
Title: Re: [0.9a] Legacy of Arkgneisis 1.2
Post by: Gwyvern on December 10, 2018, 07:04:34 PM
The latest 1.2 version fails on startup with:
Code
3910 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /Users/wyvern/Desktop/Starsector.app/Contents/Resources/Java/../../../mods/Legacy of Arkgneisis (data/hulls/skins/al_thatcher_g_customD.skin)]
3915 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [al_thatcher_g] not found!
Also, the variants files have a persistent typo of "rading" instead of "raiding".

LEGACY OF ARKGNEISIS v1.2.1 IS NOW AVAILABLE

- Removes some deprecated variants that were causing issues for some users. This update should NOT break saves.



As for your other point I have no idea what you are talking about, that word shouldn't even appear in any of my variants in the first place, let alone as a typo.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.1
Post by: Wyvern on December 10, 2018, 07:46:06 PM
From al_thatcher_g.skin: "descriptionPrefix":"To help pad the treasury of the Reparations Society when choice rading targets are scarce,...
Also present in the walsh_g skin file.  Both files also have a later typo I hadn't noticed on first look, using "bluprint" instead of "blueprint".
The thatcher_p skin file, in contrast, has "maintenence" where it should be "maintenance".

Doesn't crash on startup now, though, thanks!
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.1
Post by: Gwyvern on December 10, 2018, 08:08:05 PM
From al_thatcher_g.skin: "descriptionPrefix":"To help pad the treasury of the Reparations Society when choice rading targets are scarce,...
Also present in the walsh_g skin file.  Both files also have a later typo I hadn't noticed on first look, using "bluprint" instead of "blueprint".
The thatcher_p skin file, in contrast, has "maintenence" where it should be "maintenance".

Doesn't crash on startup now, though, thanks!

Oh right...I need to get a spellcheck apparently.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.1
Post by: lcarapaica on December 11, 2018, 08:35:06 AM
I think i found the secret, it's the Champion class right? (had to look around in the game files to see what mod it was from) It's refreshing to see a ship with that loadout and shield arc, makes it quite unique for a cruiser size, altho with 8 (D) modes it's quite harsh! makes me feel like i'm only flying half the ship, guessing it's only a recoverable ship from derelicts right? Would be nice to find the blueprints for it, altho doubt it.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.1
Post by: Wyvern on December 11, 2018, 09:36:56 AM
Amusingly, I found that thing floating around... in the system I'd colonized, some in-game years after I'd colonized it.  Had the funds to just immediately restore it, so I did.  Was overall not too impressed; it's -neat-, but just doesn't have the dissipation to support a basic loadout of ir pulse lasers.  Would probably still have seen a fair bit of use if I'd found it before I could manufacture any decent cruisers, but as it was it just went into storage.

Edit: Some further playing around revealed that the initial variants I'd put together for the Champion were significantly sub-par.  My advice is to either use the medium mount for PD and antimatter blasters for armor-cracking, or put SO on it; that works much better than the non-SO-with-medium-armor-cracking-weapon type variants I'd initially tried to use.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.2 [12/14/18]
Post by: Gwyvern on December 14, 2018, 02:17:16 PM
LEGACY OF ARKGNEISIS 1.2.4 IS NOW A THING THAT EXISTS

Three four have some more, I really need to pay attention, as some...weapons...had incorrect prices which made building them somewhat difficult. You shouldn't need a new save at all to use the changes.

One two skip a few, I forgot to adjust some prices so have an extra version on the house!

Just a small patch, certain weapons were showing up in places where they shouldn't a certain fleet was way too big for its own good, and the ARS elf slave ring they were using to copy their blueprints en-masse has been busted...

...Hopefully.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: verlonxx on December 15, 2018, 02:38:35 AM
uhmm ur mod crashed the game it says shiphull ioa_champion missing i had to disable it. i just download a few minutes ago.
to be exact it was Fatal:Ship hull spec {loa_champion_d} not found!
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Gwyvern on December 15, 2018, 02:57:41 AM
uhmm ur mod crashed the game it says shiphull ioa_champion missing i had to disable it. i just download a few minutes ago.
to be exact it was Fatal:Ship hull spec {loa_champion_d} not found!

Delete the mod entirely and re-download, loa_champion_d is now loa_champion1_d and nothing should be looking for the old ID anymore
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: verlonxx on December 15, 2018, 05:30:48 PM
thanks it works again XD
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: DiMakss on December 16, 2018, 08:59:34 AM
Fatal: Ship hull spec [al_walsh_g] not found

Log:
27364 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/hive/Starsector/Starsector/./mods/Legacy of Arkgneisis (data/hulls/skins/al_walsh_g_customD.skin)]
27425 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [al_walsh_g] not found!
java.lang.RuntimeException: Ship hull spec [al_walsh_g] not found!
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Gwyvern on December 16, 2018, 04:08:11 PM
Delete the whole mod and re-install, the walsh_g_customD skin doesn't exist in the latest version.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: cybersol on December 16, 2018, 04:29:58 PM
I'm on linux which has case sensitive filenames, and I encountered an error until I changed the filename:
"graphics/arkleg/hullmods/loa_MonkeyModel.png" to "graphics/arkleg/hullmods/loa_monkeymodel.png"

Cheers!
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Gwyvern on December 16, 2018, 09:07:22 PM
I knew I forgot to fix something someone reported...
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Wyvern on December 16, 2018, 11:53:25 PM
Just wanted to note: found the Champion again, in the latest version, and - when armed with its proper weaponry - it's gone from "not really impressed" to "okay, this is my flagship now".
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: DiMakss on December 17, 2018, 01:55:28 AM
Delete the whole mod and re-install, the walsh_g_customD skin doesn't exist in the latest version.


I tried, but it did not help. In addition, this file is in the folder.
(https://ibb.co/Xy9JpPr)
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: evilphish on December 17, 2018, 04:33:43 AM
Delete the whole mod and re-install, the walsh_g_customD skin doesn't exist in the latest version.

Getting the same error. That file is still in the current zip downloadable in this thread.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Regularity on December 18, 2018, 01:41:01 PM
Regarding the Warpshot Repeaters: I've noticed they completely fail when used against missles flying perpendicular to the ship.

Most notably, the engine-kill EMP missiles that approach from the front, then circle around the sides, before hitting the engines. The Warpshot Repeaters can hit fine during the approach phase where the missile fly straight towards you, but never hit during the stage where they pass the ship to reach the rear. Or any missiles passing beside the ship for that matter. Even at relatively shallow angles (mostly going straight towards you, but aiming slightly to your side to pass you), they fail to hit completely. This is the case both with and without the "100% target leading accuracy with autofiring weapons" skill.

I'd recommend either tweaking it to fix this issue, or if it's not possible, re-classifying it from a PD weapon to just a regular gun.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Gwyvern on December 18, 2018, 03:11:40 PM
Delete the whole mod and re-install, the walsh_g_customD skin doesn't exist in the latest version.

Getting the same error. That file is still in the current zip downloadable in this thread.

So it would seem... Or why this issue only affects a small handful of people... Though I couldn't even begin to guess how that happened.

Those customD skins can be safely deleted, they are not used. I will re-upload the mod ZIP without them....again...

As for the warpshot repeater, I haven't seen a single non-beam PD weapon in vanilla or the modiverse that can reliably hit something like a salamander as it flies perpendicular to its target. the WSR is 3 OP and against all other types of missile I have found even just 3 of them in a PD belt shred missiles fairly well for being so cheap, removing its status as PD over inefficiencies in a single situation sounds a bit extreme don't you think?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Gwyvern on December 18, 2018, 05:12:46 PM
LEGACY OF ARKGNEISIS 1.2.4 IS NOW A THING THAT EXISTS (AGAIN)

This is just a re-upload of one of the changes that I thought had happened 2 patches ago, so yeah, unless you're encountering an error you really don't need this.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: HeartofDiscord on December 20, 2018, 11:50:28 PM
Any chance we can get the older versions posted somewhere? I'm still on 0.8.1 for the time being.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Gwyvern on December 21, 2018, 02:51:41 AM
https://www.dropbox.com/s/edjo6n0t2lr5w0r/Legacy%20of%20Arkgneisis%20OLD%200.81%20final.zip?dl=0

Here is a version that will work with 0.8.1, if it doesn't download, try again later as it might still be uploading.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: TrashMan on December 22, 2018, 01:13:20 PM
I think I might be going crazy.

I was looking a your plasma drivers (love the effect) and I was 100% sure I saw that the iom_plasmadriveralternator was called somewhere in the .weapon file.

But now that I look into it again I find nothing. I can't find that script (which is specific for each weapon) referenced ANYWHERE
Am I going insane?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Requal on December 22, 2018, 02:38:54 PM
I get an error message when trying to load this mod during game start up.
The game will crash before it goes to the main menu with the following error:

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

I disabled all mods and it worked.
Then loaded up this mod with its required mods and I still get the same error.

I also have a crash issues with 2 other mods:
Sylphon RND & Mayasuran

It all worked fine before I updated all mods today.
I enabled 1 mod at a time and started step by step to find out 3 mods including this one give fatal error CTD.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: XpanD on December 22, 2018, 02:43:40 PM
Make sure you remove old mod folders before adding new ones -- mixing files between versions can cause issues like yours. If you haven't tried yet, wipe the folders of the mods you updated and extract fresh files.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Requal on December 22, 2018, 02:49:45 PM
Make sure you remove old mod folders before adding new ones -- mixing files between versions can cause issues like yours. If you haven't tried yet, wipe the folders of the mods you updated and extract fresh files.

That solved the issues thanks a lot and thanks for the information.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
Post by: Gwyvern on December 23, 2018, 07:28:12 PM
I think I might be going crazy.

I was looking a your plasma drivers (love the effect) and I was 100% sure I saw that the iom_plasmadriveralternator was called somewhere in the .weapon file.

But now that I look into it again I find nothing. I can't find that script (which is specific for each weapon) referenced ANYWHERE
Am I going insane?

loa_plasmadriveralternator is now loa_plasmadriverflash, as the new muzzle flashes for those weapons, and the alternation mechanic both had to be scripted as everyframes, and since you can only run one everyframe script per weapon, I had the two scripts merged so I could get both functionalities.

Make sure you remove old mod folders before adding new ones -- mixing files between versions can cause issues like yours. If you haven't tried yet, wipe the folders of the mods you updated and extract fresh files.

That solved the issues thanks a lot and thanks for the information.

loa_champion is now loa_champion1, so if you had any loose files or an old save still referencing the old ID it will throw an error and crash your game, as XpanD said, always delete old mods before updating them.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.5 [01/05/19]
Post by: Gwyvern on January 05, 2019, 06:11:11 AM
LEGACY OF ARKGNEISIS 1.2.5 IS OUT

- Changes are limited to a pre-emptive compatibility fix for when Nex eventually releases, and the system for the Alastair class battlecruiser, Alastair's Web, has been completely overhauled, and now uses the Doom's mine system as a framework, let me know how the new system works out, I've only done the most essential balance and functionality tests, as I am very tired and am nearing the point of passing out.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: Gwyvern on January 15, 2019, 03:35:01 AM
LEGACY OF ARKGNEISIS v 1.2.6 has dropped, and it can't get up!

Mostly a pile of balance tweaks i've been thinking of on the off chance anyone wanted to use this faction in the upcoming PVE tournament. Also includes a total rework of the Ion Pike weapons.

Plasma Driver Weapons:
-Light Driver has had its damage and flux costs slightly reduced.
-Standard and Heavy have had their flux costs slightly increased.

Ion Pike and Heavy Ion Pike:
- Completely overhauled into burst projectile weapons firing streams of EMP charged bolts.
- Higher burst-disable capacity than normal ion weapons (ion-pulser notwithstanding)
- Notably lower sustained-disable capacity than normal ion weapons.
- Roughly comparable hard damage.
- Same Arc behavior.
- Far more reliable than the old slow-beam implementation.
- Hard range is lower than the old versions, but effective range is around the same or higher.
- Names changed to EM Spear and EM Pike respectivelly.

PPT overhaul:
- So many of my ships were overtuned in terms of PPT, so nearly every one has been altered.
- Numbers much more in line with vanilla in general.
- Ships with good kiting potential trend low.
- Ships without, trend average or high.

Champion:
-PPT adjusted up slightly as part of the overhaul, putting it in-line with other low-ppt cruisers, instead of near-destroyer level.
-CR per deployment lowered from 20 to 15, it can now be deployed more frequently without risk of malfunction.

Alastair:
-PPT Dropped by 100 as part of the overhaul.
-Flux dissipation raised by 100.

Campaign:
-The script handling the Society's warmongering has been updated with new features and fixes.
-It now properly shows intel in the intel window for the end of a raid.
-It can no longer target the same faction twice in a row.
-Raids now have a chance of being sponsored by the target's enemies. If it was, the Society will now *gain* relations with the sponsor at the end of a war.
-Factions which are friendly with the Society are now less likely to be targeted by raids, though the only factions completely exempt will be any faction which manages to get to Cooperative, or with nex installed, any faction they are in an alliance with.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: Spess Mahren on January 15, 2019, 11:28:46 AM
Should the latest update break saves? I didn't think balance tweaks would frag a save but my latest game won't start now, could you put 1.2.5 somewhere for me if you have it?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: Wyvern on January 15, 2019, 01:18:54 PM
And this is why I save all of my downloaded mods, tagged with their version names.  I'm still on LoA 1.2.5 myself, so if they don't have the old version around, I can get you that.  (Though there -will- be some delay, perhaps as much as 24 hours; I expect to be quite busy with other things for a while and away from my computer.)

To be fair, I'd also looked at that and though "Oh, neat!  That sounds like it's probably non-save-breaking."  But then I also thought, "But I don't see an urgent reason for me to test that, and the general assumption should be that an update breaks saves unless it's explicitly called out as not breaking saves.  Maybe I'll look into updating later."
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: Gwyvern on January 15, 2019, 03:02:18 PM
Oh hell I forgot to mention this version has an updated Society Relationship and War script with new features...that's probably doing it.

Unfortunately I didn't think to keep a copy of the old version, so you'll have to get it from Wyvern...the uh, the one without the G
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: A Random Jolteon on January 15, 2019, 08:44:44 PM
get it from Wyvern...the uh, the one without the G
This made me laugh  :D Maybe you should add a funny addition to your name? Maybe "Gwyvern the Raider"?...Okay I suck with quickly coming up with names.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: Gwyvern on January 15, 2019, 09:37:17 PM
get it from Wyvern...the uh, the one without the G
This made me laugh  :D Maybe you should add a funny addition to your name? Maybe "Gwyvern the Raider"?...Okay I suck with quickly coming up with names.

I've been using this name since middleschool, its mine! hands off! >:T
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: Bishi on January 16, 2019, 05:19:09 AM
1.2.5 - http://www.filedropper.com/legacyofarkgneisis
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: Katsumi on January 21, 2019, 08:03:16 PM
I feel like kind of a huge idiot for having to ask, but... what is PPT? I'm not familiar with the acronym.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
Post by: AxleMC131 on January 21, 2019, 08:53:59 PM
Peak Performance Time, the maximum time a ship can be in combat before it starts losing Combat Readiness (CR).
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.7 [01/25/19]
Post by: Gwyvern on January 25, 2019, 04:19:36 PM
LEGACY OF ARKGNEISIS v 1.2.7...

This is a small update which allows various campaign scripts to function properly in Nexerelin random mode.

Things like the Champion spawn, relationship and market scripts should now work as normal regardless of your Nex settings.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Gwyvern on January 31, 2019, 04:07:40 PM
LEGACY OF ARKGNEISIS v 1.2.8 has been halo dropped from insertion point alpha.

Only two items here.

Fixed a bug where Society Raid intel would never go away.

Made some minor graphical improvements to the Champion's sprite.

This update shouldn't break saves, but I make no promises.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: alphald on January 31, 2019, 10:30:03 PM
good job?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: MesoTroniK on January 31, 2019, 10:36:15 PM
good job?

What?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Gwyvern on February 01, 2019, 02:30:10 AM
good job?

What?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Nia Tahl on February 01, 2019, 02:35:35 AM
good job?

What?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Tartiflette on February 01, 2019, 02:57:59 AM
...
Check the mail of the profile, it's just a bot.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Gwyvern on February 01, 2019, 04:40:36 AM
...
Check the mail of the profile, it's just a bot.

Oof, out played.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Histidine on February 24, 2019, 04:53:26 AM
In case it hasn't been mentioned yet: Pelletcannon and Bigram blueprints have wrong descriptions (copypasted from the CSV rows above them).
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Troika on February 24, 2019, 03:03:21 PM
What are your future plans with regards to this mod?
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Gwyvern on February 24, 2019, 04:43:32 PM
In case it hasn't been mentioned yet: Pelletcannon and Bigram blueprints have wrong descriptions (copypasted from the CSV rows above them).

It has not, thank you.

What are your future plans with regards to this mod?

Well, currently work on it has been almost non existent due to my involvement with Interstellar Imperium. But my Immediate plans involve a minor rework for some of the current lineup of ships so that the fleet as a whole has better access to the roles it needs at all sizes.

After that, there is some stuff in the works.

First and foremost, the sprites need improved, I can do much better work now and my current sprites aren't really up to spec with vanilla.

Here's an example of the reworked Victoria Class, though its the only reworked sprite i've completed thus far.

(https://i.imgur.com/com509M.png)

Along with this, there will be some logistics-oriented ships added to the lineup, namely a destroyer-sized combat missile tanker, and a cruiser-sized freighter that will be field-convertible into a *** 3 deck carrier.

In the works is also a massive overhaul of how the ARS functions on the campaign map, they will no longer have static bases, all the markets you know will be removed, and replaced with a single, custom-made capitol market, and a procedural base spawning script that functions similarly to how the pirates spawn their bases.

Fighting the ARS will be a lot more like fighting an actual insurgency, or for the particularly arrogant, an infection.

After that...well, I will tell you that Legacy of Arkgneisis is named what it is because it is not a faction mod, it is a faction pack.

I have a grand, multi-stage plan of which I am still only in stage 1, all of the details for stage 2 and beyond are classified to everybody except those directly helping me create the mod.
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: Shuka on March 04, 2019, 06:21:45 PM
Cool stuff, doing a society playthrough and enjoying it. Love the macnamara
Title: Re: [0.9a] Legacy of Arkgneisis 1.2.8 [01/31/19]
Post by: rashiakas on March 05, 2019, 12:30:46 AM
New sprite looks great, love the style.
Title: Re: [0.9a] Legacy of Arkgneisis 1.3 [03/15/19]
Post by: Gwyvern on March 15, 2019, 06:48:37 PM
LEGACY OF ARKGNEISIS 1.3 IS YES

After the last Starsector fleetbuilding tournament I conglomerated a bunch of feedback and observations into a fairly comprehensive balance and mechanics pass over the entire fleet. Some things got buffed, some things were completely re-worked into new roles, some things were nerfed...i think? But in general, the Anarakis Reparations Society *should* be able to stand on their own in the line of battle much better now... I hope

As always, one can never test enough so its always possible that things have escaped my gaze, if any of you find something broken, or perhaps a bit over-tuned, let me know! Pollish is an ongoing process, and perfection can never be achieved, but chasing it anyway is how we end up with nice things!

Full Changelog...probably:

Legacy of Arkgneisis 1.3 changelog.

- Fleetwide adjustment of hull and armor stats, Armor is now below average for most ships, while hull points are absolutely *STACKED* Shields remain garbage as ever.

- A change to the Faction Hullmod, Magnetodynamic Hardpoints, has now been changed to: Electromagnetic Mastery
   
   - With this change, a new effect has been added, zero-flux speed boost for all ships has been increased by 10/20/25/30, with larger ships getting bigger bonuses. This effect does not apply if Safety overrides is installed.

- Due to the change above, some ships have had their base speed stats adjusted.

- Variants have been completely re-made from scratch for all ships.

- the MOE array has been re-named to the Omni Loader, and has been redesigned entirely. It is now on a toggle, instead of a timer, when active, hardflux dissipation is disabled and hardflux will build up slowly. In exchange: all weapons gain doubled fire rate, except for beams which gain doubled damage. No flux modulation except for beams, which cost twice as much flux to fire when the system is active.

- The Monogram series of weapons has been changed to fire in 3 second bursts, followed by 3 second cooldown periods, to compensate, their damage has been doubled, and flux stats adjusted accordingly.

- The Rupture Cannon has been re-worked to fire from a rapid-reload ammo system, rather than a typical burst system, which allows its output to be upgraded (at the cost of OP and flux) by the installation of Extended Magazines.

- Gregory has lost its EMP disc and has gained Electromagnetic Overload, its maintenence and deployment has been raised to 4/4

- Sherman has lost its Siege Cannon and has had its system changed to Magnetic Plating, along with an increase in armor, this now makes it a very defensive ship focused on holding battle lines with its sheer immovability.

- The Walsh has lost a small gun turret and gained the Sherman's Siege cannon, and the new Omni Loader system.

- The Thatcher has had its mounts moved around, and has lost Maneuvering Jets in favor of the new Omni Loader system.

- The Hawke now uses unique, upgraded Monodrones in signifigantly fewer numbers than before, and has lost its EMP discs. This was done to prevent such easy clogging of the battlefield by the Hawke, which was a fairly un-balanceable trait.

- The King has lost 4 small mounts in favor of two Medium mounts, in addition to now using the new Omni Loader system.

- The Champion's shield arc has been increased to 90 degrees, up from 45.

Let me know how it works out.
Title: Re: [0.9a] Legacy of Arkgneisis 1.3 [03/15/19]
Post by: angrytigerp on March 15, 2019, 06:50:20 PM
Will 1.3 break saves? Just had to reload my game (damn memory leaks) and got the notification that LoA was updated.
Title: Re: [0.9a] Legacy of Arkgneisis 1.3 [03/15/19]
Post by: Gwyvern on March 15, 2019, 06:56:10 PM
Will 1.3 break saves? Just had to reload my game (damn memory leaks) and got the notification that LoA was updated.

Yes, this update will do disgusting things to your saves. Things that make death look merciful.
Title: Re: [0.9a] Legacy of Arkgneisis 1.3 [03/15/19]
Post by: angrytigerp on March 15, 2019, 07:21:36 PM
Will 1.3 break saves? Just had to reload my game (damn memory leaks) and got the notification that LoA was updated.

Yes, this update will do disgusting things to your saves. Things that make death look merciful.

How lewd.
Title: Re: [0.9a] Legacy of Arkgneisis 1.3 [03/15/19]
Post by: Gwyvern on March 16, 2019, 02:56:06 AM
LEGACY OF ARKGNEISIS v1.3.1 SNEAKS IN QUIETLY THROUGH THE BACK DOOR

I uh, forgot about the description for the Caswell's new system.

Oh by the way the Caswell's a mine layer now... its got a flak mine, so enjoy that.

If you are already on v1.3, then this should not break your save.
Title: Re: [0.9a] Legacy of Arkgneisis 1.3.1 [03/16/19]
Post by: Gwyvern on March 17, 2019, 03:18:30 AM
I was asked for more information about the reasoning and goals behind LoA update 1.3, and decided it would be a good idea to post them here in case anybody else wants that information... So here it is...

To be concise, the primary, penultimate, omega limit break goal of this update was to rework the faction into something that could stand on its own in the line of battle without help from vanilla ships, or other mod factions, and to do so without adding any new ships.

If you want more details... here's a wall of text for you.

While the reason it has been over 4 months since a major update is prettymuch exclusively related to my work on Interstellar Imperium, this has allowed a good bit of feedback to pile up over time.

While some was more useful than others, one of the most common sentiments I got was that, in general things felt "A bit underpowered" which is...sufficiently vague if nothing else. But even the worst of feedback can serve as an indicator of the existence of something that needs a light shed on it. So I filed it away for later, luckily, at some point, a fleetbuilding tournament happened, of which Arkgneisis Midtech (the internal name for the ships flown by the ARS) was sortied by two different participants. Getting to see them in action over such a large scale, by people who did not possess my own experiences and biases was fantastic for providing insight to the workings of my own ships.

While plenty of small stuff came to light, the one thing that stood out above all else was that the faction really had no means for standing on its own. The way to beat them was to get in their face, which isn't so difficult, at which point very few of the ships in the lineup could really fight back. The only way around this it seemed, was to bring in ships from other factions to form a backbone, as showcased during the final round of the underdog league, when my ships showcased excellent capacity to serve in support roles, and almost exclusively support roles.

Having a total four ships in each size class at current, (minus capital) this really isn't an acceptable situation. That should be plenty to form a robust and adaptable fleet.

So I took a closer look at the lineup, and determined what ships weren't serving any particularly useful roles, and what roles were missing from each size class (except for capital) And drew up a plan for re-working things. For one, the fleet as a whole only had one effective anvil in the Lyons class cruiser, and had practically no ships that could serve in an assault role without getting minced. I also looked at the general balance of all the ships, and adjusted things accordingly, this was over a month or two so I wont get into details. While I was at it I also resolved to remove vanilla ship systems from the faction entirely... for uh...reasons. All except the Hawke...because I really couldn't think of an alternative for it thematically or mechanically.

Other, smaller ideas crept in along the way, such as the change to the faction hull mod, which is the result of an epiphany. Many people have complained about the ships being too slow, despite their base speed stats actually being very high compared to vanilla. With their built-in range and accuracy bonuses, increasing such stats much higher would undoubtedly result in uncountable kiting tactics across the board, so why not give them a flat buff to their Zero Flux speed bonus, let them go crazy fast, but only when they aren't doing anything particularly important.

Why give larger ships a bigger bonus then? Well that's simple, a frigate getting an extra 25 to its ZFSB doesn't really change much about it, its just a slightly better frigate. But give a capital a bonus of 30? and now that capital can somewhat keep up with the other ships in its fleet, forming a battle line at roughly the same time as the other ships, rather than bringing up the rear. This plays into the notion that the ARS is a faction combatively based on mutual support and teamwork, and since their ships were already considered largely under-tuned, the potential for being a tad strong in chase scenarios and what not didn't really seem to problematic.

Another change is the further increase to their hull points on average, as many may have noticed, Ark-Mid shields are pretty terrible, and *most* of their armor is mediocre or flat out sucks. I'll admit, this fact slipped through the cracks because most of my previous testing was done with ideal, long-ranged loadouts against the basic simulator fits which...are neither of those things. So the faction needed some sort of defensive strong point, where before most of them had none.

In a decision that might seem a bit strange, I raised most of their armor so that all of the non-anvil ships are merely "below average" instead of outright terrible, and then made their true defensive strongpoint their hull, giving them hull stats that are pretty good at worst, and stretch the definition of weight class at best.

This was done primarily for thematic reasons. Starsector is the type of game that lends itself well to the Dark Souls school of storytelling, and so I always try to leave scraps of information, or convey certain feelings through gameplay and descriptions. and with that in mind, Arkgneisis Midtech is supposed to be a design paradigm trying to juggle an impossible set of requirements.

We need ships that are cheap and easy to maintain, we need ships that don't require big crews, we need ships that can travel far and fast. And most importantly, we need ships that can win, and not only win, but win -without- a numbers advantage.

Obviously somewhere here something has got to give, both in real life, and in game, no engineer could possibly satisfy all of these requirements adequately. And this heavily plays into why Hull is going to be where the Society can tank the most damage. Despite their outward appearance, the inside of an Arkgneisis Midtech ship is very much constructed from equal parts engineering genius, and ductape/prayer. As a result they aren't particularly good at stopping damage from occurring in the first place, but they should be very good at ignoring that it happened, soaking up blow after blow until they are ragged frameworks pockmarked with holes, but still coming back for more.

I hope this explains some of what I am going for here, Im not going to pretend like I'm there yet, but maybe if anything feels off to any of you, your feedback might get me just a little bit closer.
Title: Re: [0.9a] Legacy of Arkgneisis 1.3.1 [03/16/19]
Post by: Psycho Landlord on March 20, 2019, 08:31:51 PM
That was actually incredibly cool to read and I'm definitely going to give the faction a second look now. I loved the art and engagement style but didn't mess with them too much because I agreed with the underpowered assessment. Gonna need to take another dive in.
Title: Re: [0.9a] Legacy of Arkgneisis 1.3.1 [03/16/19]
Post by: whatdoesthisbuttondo on March 22, 2019, 08:01:58 AM
Just gave them a try, really love the art style  ;D

I'd say they still feel quite a bit underpowered, especially early game (running Nexerelin game) where I usually go with 3-4 frigates plus a destroyer I almost feel helpless against the low tier vanilla fleets, e.g. Luddic Path and such, where with vanilla ships I have no trouble going against fleets twice my size.

Don't get me wrong, I like the comparatively low shield coverage and main HP in hull idea, but the problem is with hull tanking already being the worst tanking option to start with, and no clear edge in speed or firepower, they really have not much to go on.

Haven't played them long enough for good feedback, but my first impression would be that especially Gregory and Walsh need a speed buff to be competitive against vanilla.
Title: Re: [0.9a] Legacy of Arkgneisis 1.4.0 [03/16/19]
Post by: Gwyvern on April 09, 2019, 07:47:44 PM
LEGACY OF ARKGNEISIS v1.4.0 IS OUT

This is a somewhat small but content related update.

Chief among the changes is a new mission.

Other changes include a few minor balance tweaks to the Sherman and Walsh class frigates, and further adjustment to the firing cycle of the monogram series of weapons.

I am not sure if this update is save safe, so be safe and assume it will break yours.

Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Gwyvern on May 17, 2019, 04:41:10 PM
LEGACY OF ARKGNEISIS v1.4.1 IS OUT

This update primiarly brings the game to current with Starsector v0.9.1a

- The base prices of ships has been adjusted to be more in line with new vanilla values.
- The refit time of the Earl strike fighter has been raised to put it back in line with the update vanilla bombers.

Additionally...

- The AI for the Phase Dive system used by the Champion class cruiser has been replaced with a custom script, it isn't perfect yet, but should now refrain from jumping into phase at every opportunity, making the ship far more deadly in AI hands.
- All ARS markets have had their industries and structures re-evaluated, redundant entries have been removed, and each station should reflect its intended scale and purpose better now. As a side effect, Exodus Initiative ships now more regularly appear on the black market for all stations.
- The values governing the rarity of Exodus Initiative blueprints have been adjusted so that said blueprints will be more common from now on.
- The Icon for the Spatial Lensing hullmod has been improved.
- The Electrostatic Autocannon has been given some moderate EMP damage. Its nowhere near the levels of dedicated EMP weapons, but it should make the weapon more appealing to use than before.
- The Warpshot Repeater has had its ballistic characteristics modified a bit, it can now more reliably hit missiles on perpendicular trajectories, like salamanders, though keep in mind it is still a 3 OP weapon, it's not going to delete swarms of sallies on its own.

I have no idea what this update will do to saves. I would err on the side of caution, due to the market industry changes.

Just to let you all know.
The majority of my time is still being spent creating sprites for DR's Interstellar Imperium, but just to show you that I still have plans for this mod...lots of plans realy, here's a small teaser for the upcoming sprite rework, featuring the re-designed Victoria class destroyer, and the re-designed Alistair class battlecruiser.

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

It is likely that neither are these are totally final, as I have received some decent feedback which I have yet to experiment with, but together they should give you an idea of where the ARS is heading in terms of aesthetics.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: lethargie on May 17, 2019, 06:40:14 PM
Those are incredibly beautiful. Thank you for the amazing contribution you make to the game
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: eidolad on May 17, 2019, 08:14:52 PM
gorgeous
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: TrashMan on May 18, 2019, 04:26:06 PM
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Midnight Kitsune on May 18, 2019, 04:34:24 PM
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.
This^ Please!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Gwyvern on May 18, 2019, 06:38:18 PM
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.
This^ Please!

In short:

No

In long:

Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooo
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Midnight Kitsune on May 18, 2019, 07:19:32 PM
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.
This^ Please!

In short:

No

In long:

Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooo
Well damn... OK
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: MesoTroniK on May 18, 2019, 10:36:16 PM
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.
This^ Please!

... Why? The old sprite is to say... Not Good, and Gwyvern knows this but the new art is quite good! Also the new one is virtually the same ship, just a better visual design, different shape (but still broadly similar overall), and similar weapons package though actually upgraded a bit.

Having two battlecruisers for this faction just doesn't make sense for mechanical reasons, balance reasons, workload reasons, and even lore reasons.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: TrashMan on May 19, 2019, 04:29:47 AM
Ok..but why? There's nothing wrong with the old ship design.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Gwyvern on May 19, 2019, 05:01:36 AM
Except that I can do better, and did do better, and now the old one looks awful compared to the new one, and keeping both would only serve to create jarring visual inconsistency within the mod.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: namad on May 19, 2019, 08:23:53 AM
What is the Exodus Initiative? I can't find it on page 1, or page 8... sorry if this is a silly question but I've never heard of it before or seen it in game? is it an alternate name for arkgneisis?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Nia Tahl on May 19, 2019, 08:59:47 AM
Except that I can do better, and did do better, and now the old one looks awful compared to the new one, and keeping both would only serve to create jarring visual inconsistency within the mod.

This right here. The redesign has upped the visual quality massively and the old design just doesn't live up to that standard even remotely.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Gwyvern on May 19, 2019, 02:14:26 PM
What is the Exodus Initiative? I can't find it on page 1, or page 8... sorry if this is a silly question but I've never heard of it before or seen it in game? is it an alternate name for arkgneisis?

You are right, that is a silly question, but I believe in answering questions regardless of their sillyness.

(https://i.imgur.com/JC33NHs.png)

Exodus Initiative has been the name for the "Tech Level" of every Ship, Wing, and Weapon in this mod since v1.0, barring the Champion and associated armaments.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: namad on May 19, 2019, 05:08:38 PM
Wow, how did I not notice that? In my mind that text says arkgneisis. heh. Reading comprehension fail.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Shuka on June 04, 2019, 03:06:30 PM
I think trashman is just saying the old design had a certain appeal to him. It was a reliable ship with nice proportions, and probably got him through some tight spots  :)

Thanks for the awesome mod! 
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
Post by: Morbo513 on June 06, 2019, 03:53:59 PM
While I preferred the overall angular silhouettes of the originals, these sprites look awesome and more fitting to the rest of SS at that. Looking forwards to seeing the rest!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on July 01, 2019, 04:00:15 AM
LEGACY OF ARKGNEISIS v1.4.2 EXISTS AS OF 5 SECONDS AGO

This update is really just some minor things that have cropped up over the past few months, the sprite rework is still a long ways out unfortunately.

- The market script governing much of the custom behavior of ARS markets has been updated, in addition to plugging a leak, and generally optimizing the script's performance, the part that removed ARS hulls from ARS civilian markets and replaced them with SG variants has been REMOVED ENTIRELY, you can now buy ARS standard hulls at these markets.

- The rarities of various weapons in the ARS lineup has been adjusted, Incendiary launchers and blasters have been made *slightly* rarer so that they inundate various faction markets a little less, and the rarities of Pellet weapons have been fixed so that they are less...non-existent in ARS markets.

- Earl Strike Fighters have had their behavior improved, they will now no longer wave off early when doing a bombing run, wasting much of the damage potential of their beam.

- Ace Heavy Interceptors have had their primary weapons adjusted, they do much less damage but fire much more often, they still essentially play the same role as they did before, though should be less efficient at cracking heavy warship armor.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: OzOnyx on July 01, 2019, 06:45:53 AM
The new artwork looks much better but the silhouette shape seems like a step back to me, now it's just another big triangle like so many other ships.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on July 01, 2019, 03:51:46 PM
The new artwork looks much better but the silhouette shape seems like a step back to me, now it's just another big triangle like so many other ships.

I'm sorry you feel that way.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on July 11, 2019, 06:35:48 PM
As you all know, progress on this mod has been a bit slow since I've been helping DR with his works, but that progress is non zero, as of today, all cruisers and capital ship sprites have been re-worked, which means I am at least 50% done with the new ship sprites, if not more. Though I have yet to start on the reworked weapon sprites, but I don't expect that to be much work compared to re-doing the ships.

(https://i.imgur.com/L4iyy2N.png)

Progress can only accelerate at this point, as the ships get smaller and the material to bash from gets bigger!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Wyvern on July 11, 2019, 08:27:32 PM
Nice work!  Especially the biggest one at the far right, there.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: namad on July 11, 2019, 10:11:10 PM
Amazing detail work! specifically so the small details that make the ships look like machines rather than icons.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Chaos Farseer on July 12, 2019, 05:36:11 PM
Hot damn. They definitely look more 3D now. The King-class now looks like a much more intimidating brick.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: haloguy1 on July 15, 2019, 05:46:30 PM
Gorgeous, just stunning. Great work, my dude.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on July 30, 2019, 08:52:59 PM
Destroyers are now sprited, this just leaves Frigates, Fighters, and F...weapons... followed by a period of implementation and testing.

(https://i.imgur.com/GwXkkxT.png)
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Adventuredude on August 04, 2019, 04:33:00 PM
Spoiler for those who haven't done the scent of adventure quest below


Ok, so, I did the quest for the ship, it's great and I love it, but, somehow it's gone, and there is no previous save that has it (foolish me using a single save slot) I think it died in some combat and I didn't notice, nor did I recover it, so I figure I'll just add it again with commands

So, does anyone remember the name of the hull? That's what I need to re-add the ship into my game
I'd rather not have to start the game again, as I am a good bit into the game.

Edit: looked through the mod files and found it, it's ''loa_champion1_d'' though I did have to fork over 1.3 million credits to repair it, that's only fair, I did lose it after all
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 04, 2019, 09:23:58 PM
Spoiler for those who haven't done the scent of adventure quest below


Ok, so, I did the quest for the ship, it's great and I love it, but, somehow it's gone, and there is no previous save that has it (foolish me using a single save slot) I think it died in some combat and I didn't notice, nor did I recover it, so I figure I'll just add it again with commands

So, does anyone remember the name of the hull? That's what I need to re-add the ship into my game
I'd rather not have to start the game again, as I am a good bit into the game.

Edit: looked through the mod files and found it, it's ''loa_champion1_d'' though I did have to fork over 1.3 million credits to repair it, that's only fair, I did lose it after all

Try not to lose your Champion next time, there's only one.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: HuoShengdi on August 04, 2019, 10:09:58 PM
I think I broke the quest scripting re: the Champion, because when I recovered it
Spoiler
my fleet was big enough that the fleet that came to take it from me allowed me to just walk away without fighting after the dialogue finished.
[close]
Now the quest is stuck at telling me to "leave the system".
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Oblivion on August 04, 2019, 10:10:41 PM
Try not to lose your Champion next time, there's only one.


Out of curiosity, will the Champion’s sprite also be reworked?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 04, 2019, 11:49:36 PM
I think I broke the quest scripting re: the Champion, because when I recovered it
Spoiler
my fleet was big enough that the fleet that came to take it from me allowed me to just walk away without fighting after the dialogue finished.
[close]
Now the quest is stuck at telling me to "leave the system".

That is odd, though I don't know when I'll be able to secure a fix for that, so for now I'd recommend steamrolling them if you outclass them so heavily.

Try not to lose your Champion next time, there's only one.


Out of curiosity, will the Champion’s sprite also be reworked?

Not really, its pretty much where I want it, though I will see if there is anything I can do to improve it with what I've learned since then, but I would not hold out for drastic changes.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: JamesCawl on August 05, 2019, 04:45:07 AM
Is this mod safe to use on a modded(heavily) save file?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 05, 2019, 06:41:00 AM
Is this mod safe to use on a modded(heavily) save file?

Results may vary.

I don't recommend it.

In fact, I don't recommend installing any faction mods mid-save, their markets wont generate, and many of the fancier features included in them may fail to load properly when they don't get to participate in initial sector generation.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: JamesCawl on August 05, 2019, 07:13:10 PM
I see its a shame to delete my old save but for the sake of gameplay I will

also can you add Mobile suits(Humanoid space vessels)? cause the Iron blooded gundam mod is not being updated though I understand that He has his life to worry about too.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 05, 2019, 08:04:14 PM

also can you add Mobile suits(Humanoid space vessels)? cause the Iron blooded gundam mod is not being updated though I understand that He has his life to worry about too.

I think you want Diable Avionics.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: JamesCawl on August 06, 2019, 08:31:49 PM
Already have diable Avionics
Also started a new game to integrate the Legacy of Arkgenesis and Sylphon rnd mods.
It's great to see such a mod friendly game getting some love.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Incompatibility on August 08, 2019, 02:11:51 PM
Hey so after some time on this save, the ships stopped spawning and the faction no longer uses them as their doctrine. This is what I see when I go to a shipyard to try and buy.
Spoiler
(https://i.imgur.com/it7HbQy.jpg)
[close]

Anyone know why this is the case?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Wyvern on August 08, 2019, 02:56:27 PM
Almost certainly the faction's heavy industry has either been lost or disrupted - perhaps decivilized by pirate raids, perhaps you're running with Nexerelin enabled and someone conquered the relevant colony(s), or perhaps it's just a temporary disruption and it'll be back in a few in-game months.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Incompatibility on August 08, 2019, 04:12:33 PM
Almost certainly the faction's heavy industry has either been lost or disrupted - perhaps decivilized by pirate raids, perhaps you're running with Nexerelin enabled and someone conquered the relevant colony(s), or perhaps it's just a temporary disruption and it'll be back in a few in-game months.

Ahh that makes sense, I am using Nexerelin and they've been getting their ass beat recently so that makes perfect sense. Is conquering a place with a heavy industry and then granting it to them going to make them produce their normal ships again?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Wyvern on August 08, 2019, 04:47:40 PM
Should work, yeah.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 08, 2019, 09:44:01 PM
Well this seems to have resolved itself.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 09, 2019, 06:20:40 PM
The ship sprites are now pretty much done.

I will be starting the work on implementing these in short order before I re-sprite the fighters and weapons, so if anyone has any useful feedback on the mod in general, regarding balance or mechanics or whatever, now would be the most convenient time for such things.

(https://i.imgur.com/k59C6YB.png)
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Shedovv on August 15, 2019, 11:10:08 AM
Love the new sprites, and at the same time I want to cry cuz I can already tell some changes that make some of the old ships look less appealing to me personally.

Also WHERE IS HAWKE!?!? PLEASE I BEG YOU DO NOT GET RID OF IT! I LOVE THE DARNED SHIP! (And it's semi-murder-wedge sprite).

Would it be possible to have an optional file with the old gray COLOR scheme on civilian variants available as well?

More Civilian Grade hulls plox! I love just buying (or cheating) those in and using them in my independent/mercenary fleets.

EDIT: I suspect Hawke is the bottom left shippy ship and it makes me wanna cri.

EDIT TWO: It makes me wanna cry not because of the potential gameplay changes to the ship (different mount layout and numbers) but because I love the bloody murder-wedge design to death and back!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 16, 2019, 01:43:33 AM
Yes the Hawke is in the lower left, and sorry for your loss. As you can see, the roster is gaining a few, much better designed murderwedges, and I was never really satisfied with the Hawke's execution, both gameplay wise, and sprite wise, so I decided to re-work it entirely, it's still going to be a drone carrier of course, but its new weapon layout should be much more useful in direct combat than the old layout.

I did not hate its silhouette, it might come back in a new ship in the future, but I'm reasonably pleased with the new Hawke, so for now you will just have to sate your lust for wedge on the Alistair or the REDACTED.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Shedovv on August 16, 2019, 06:33:46 AM
Could you tell me if the side medium slots on the new Hawke are gonna have similarly wide arcs (as in will they overlap at the front, Note: I am not implying the originals did so at the front, just that they overlapped) to the old one? Because if is the case then it is indeed a vastly better setup, given the rest (as far as I could measure it visually) of the loadout. And oh not just the Alistair, the new Macnamara just about does it as a wedge, not as orgasmically as the old Hawke or the new Alistair but still. I didnt specify this earlier but, I really adore the new sprites, it's actually why I spent over an hour going over them and crying about the Hawke (just thinking about how amazeballs the original Hawke's design would look in this improved style makes me moist) at the same time. I mean the new sprites are so much better, all the intricate little details and how the armor looks more angular making the ships feel a lot more three dimensional.

So yeah, I am definately giddy with anticipation for finally getting my paws on the reworked ships (and the new) and am praying to Cthulhu for the Original Hawke Design's reincarnation in some maginficent form!

PS:
As I was writing it I sort of randomly stumbled onto a thought that the old Gregory and the old Hawke both look like an A-Wing from StarWars. Dont know why but I felt I should mention it.

EDIT:

PPS:
I still wonder if it's possible to get the sexy cream/beige color variant of the new civilian hull's as an alternative to the Navy-Blue?

In theory I could screw around with the photoass and make that my self but I doubt I'd make it look as good as the originals done by you.

Side Note: I also wonder if any of the weapons will have any stat changes? Particularly the Pellet line. While I can not truthfully speak about the Cannon (since I never had an opportunity to use it yet) the Gun felt underwhelming as an Anti Shield weapon, takin into account it's firerate the amount of damage it does is not enough,. For example if we have just one Gun shoot at a target with an average Flux eficiency we can see that most of the Flux the impact generates manages to dissipate before the weapon can cycle for another shot. So you either need lots of them at once or you need something else to help overload the shields, Might I suggest either a flat damage increase or a reload speed increase? Maybe a bit of both?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: JamesCawl on August 17, 2019, 07:30:06 AM
May I ask that you give the ships more Small and/or Medium mounts?
Because whenever I use one of your ships against other modded ships they become heavily outgunned.
I know that they are basically pirates even the real pirate factions enjoy the fact that their ships are carrying alot of Guns to offset their tech weakness.
Hopefully you can address my inquiry.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Alorex on August 17, 2019, 07:59:11 AM
Because whenever I use one of your ships against other modded ships they become heavily outgunned.

Are you using the factions weapons? If so, don't. Use basically anything else, as i cant say to have ever had this problem. SCY and Diableavionics in particular are very effective.

I know that they are basically pirates even the real pirate factions enjoy the fact that their ships are carrying alot of Guns to offset their tech weakness.

These guys manufacture their own ships from scratch and even have some novel design features (ceramic armor) were as the actual pirate factions are forced to ether kit-bash a junkyard together or mod the crap out of damaged or captured civilian wrecks.


ps: the bulldog is the only weapon i have found to be competitively effective.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Shedovv on August 17, 2019, 09:08:05 AM
Because whenever I use one of your ships against other modded ships they become heavily outgunned.

Are you using the factions weapons? If so, don't. Use basically anything else, as i cant say to have ever had this problem. SCY and Diableavionics in particular are very effective.

I know that they are basically pirates even the real pirate factions enjoy the fact that their ships are carrying alot of Guns to offset their tech weakness.

These guys manufacture their own ships from scratch and even have some novel design features (ceramic armor) were as the actual pirate factions are forced to ether kit-bash a junkyard together or mod the crap out of damaged or captured civilian wrecks.


ps: the bulldog is the only weapon i have found to be competitively effective.

In my opinion playing with other faction's weapons devalues the faction you are playing as. I mean whats the point of even doing that if youre going to take the most OP loadout possible cobbled together from the most OP weapons across all the factions and just slap that *** onto all your ships?

I personally try to avoid using anything BUT the Faction Specific weaponry though in some cases I have had to rely on Vanilla weapons as well. But mixing faction weapons is a big no-no for me.

I do agree though, Society's weapons feel underwhelming, despite their mostly superior range.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: JamesCawl on August 17, 2019, 06:02:05 PM
I do enjoy the speed of this mod's ships specially the capitals but it cant just stand up against Imperial ships(Imperium), Neutrino ships, Sylphon ships and hegemony ships.
They also suffer from a lack of large mounts but I understand that they sacrificed some heavy firepower for speed and survivability.
My main gripe is just that they are not able to intercept a lot of missiles/torpedoes while not having the speed to finesse against them.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Igncom1 on August 18, 2019, 08:20:11 AM
I've just played through the 'scent of adventure' mission in the campaign, and I must say that I quite enjoyed it.

Finding and recovering this old ancient hulk as a project to one day restore to full functionality feels like I'm playing some kind of 40K mod, where you go around finding ancient starships of incredible power and full of lost technology to study and employ against my foes.

Finding and reverse engineering the hulk was fun and cool, as was the balancing of the mission, so I had a lot of fun and would love to see more quests or missions of this style. Even if just to recover ancient one-off hulks and use and study.

Thank you for your hard work!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Taverius on August 18, 2019, 02:33:30 PM
Wow, those new sprites  8) Can't wait.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 19, 2019, 02:03:01 AM
Oh boy looks like a lot of stuff happened in here, so have a quick round for some of these posts.

I still wonder if it's possible to get the sexy cream/beige color variant of the new civilian hull's as an alternative to the Navy-Blue?

Don't count on it, I've got a lot to do and that wouldn't be relevant to any of it.

May I ask that you give the ships more Small and/or Medium mounts?

No

In my opinion playing with other faction's weapons devalues the faction you are playing as. I mean whats the point of even doing that if youre going to take the most OP loadout possible cobbled together from the most OP weapons across all the factions and just slap that *** onto all your ships?

The ARS Is designed with having access to vanilla weapons in mind, if you try and use only their weapons you will most likely have a bad time, as most of their domestic weapons are highly specialized for certain roles.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Taverius on August 21, 2019, 07:00:53 AM
Oh and W.R.T. feedback. I love flying against them, but hate flying them.

Inefficient low-tech shields, but with flux-hungry high-tech loadouts, and really tight op - they feel weak.

Might just be that I don't mesh with how they're supposed to be flown, but with the shields at 1.0 damage/flux across the board I don't want to get hit on it, so I want range, and that means a whole lot of flux I can't afford, I've never really found a loadout I was happy with.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: battle_sausage on August 27, 2019, 05:30:49 PM
Hi, nice mod. Like the guns but I've got aquestion, is the pellet gun bugged? On paper it doesnt seem all that supergood but looking at the analytics it outperforms tachyon lances when it comes to total damage and (counting soft flux damage as worth half) is about 4 times better then the hypervelocity driver despite having an OP cost difference of 1.  Btw what file would I need to edit in the mod folder to change the OP cost of the pelletgun? (or it's other stats).  This was for a battle against a huge hegemoney fleet (lots and lots of armour) where the Pellets (together with the hyper velocity drivers) where on autofire as I controlled the tachyons.

Had to crop the picture because of file size limits.
(yeah I know I need to replace the Gale batteries with something but finding the right source of high explosive damage has been a bit of a pain).

[attachment deleted by admin]
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 27, 2019, 08:01:17 PM
Hi, nice mod. Like the guns but I've got aquestion, is the pellet gun bugged? On paper it doesnt seem all that supergood but looking at the analytics it outperforms tachyon lances when it comes to total damage and (counting soft flux damage as worth half) is about 4 times better then the hypervelocity driver despite having an OP cost difference of 1.  Btw what file would I need to edit in the mod folder to change the OP cost of the pelletgun? (or it's other stats).  This was for a battle against a huge hegemoney fleet (lots and lots of armour) where the Pellets (together with the hyper velocity drivers) where on autofire as I controlled the tachyons.

Had to crop the picture because of file size limits.
(yeah I know I need to replace the Gale batteries with something but finding the right source of high explosive damage has been a bit of a pain).

First of all, I'm concerned that you would consider something with the same DPS as the HVD, with more than double the up-front damage as looking "not that good on paper"

But to answer your question. Combat Analytics has numerous and well-documented problems properly reporting damage from scripted sources. It is impossible for me to know exactly where the break is, but if I had to guess, CA is counting each of the Pellet Gun's individual shots as having the full listed damage value on the weapon's stat card, rather than the damage values they actually posses. Which would theoretically give the weapon a DPS of just under 1000.

That is just a guess though.

And to be honest I'd rather people raise their grievances over balance with me instead changing things in their local files, a lot of testing and feedback goes into this stuff and for better or worse, there is a reason everything is the way it is.

But if you really must, you can edit the stats of most things with a spreadsheet editor like Excel or OpenOfficeCalc by finding the appropriate .CSV files within a mods file structure.

Be warned though, changing things locally is not a practice officially endorsed by any respectable mod author on here, if you change something yourself and then try to give feedback on a mod, you will be (rightfully) ridiculed.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: battle_sausage on August 28, 2019, 04:25:47 AM
Oh seems I missspoke a little, when I said "doesnt seem that good on paper" I meant that it didnt seem like it was 4 times as good as the HVD, but it still seemed good because I equiped it. I think youre right about the bug withing Combat Analytics, since for all their suppoused mega damage they never seemed that extreme when in battle, only in the numbers afterwards. 

"I'd rather people raise their grievances over balance with me instead changing things in their local files"
Like I did when I posted in this thread instead of just changing things?

I decided to test the weapon (aswell as was possible, in the simulation against a poor Atlas that didnt shoot back) and you're right, something is up with Combat analytics.
Spoiler
(https://i.postimg.cc/pT4Cnfp4/gun-testing.png) (https://postimg.cc/TLjgzWjJ)
[close]
Compared to the HVD and the Gauss Cannon the Pellet of the same size does roughly double the damage to shields (for a bit over double the flux to fire so it's balanced) and not the quadruple values the analytics was giving.

And once again, nice mod.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on August 28, 2019, 04:55:33 AM
"I'd rather people raise their grievances over balance with me instead changing things in their local files"
Like I did when I posted in this thread instead of just changing things?

Exactly like you did, you are fine, these are just things I feel the need to put on record in a clear and concise manner, for a litany of reasons I am too tired to get into right now.

This is something to keep in mind with combat analytics in general though, due to how it functions it is prone to breaking on heavily scripted content that might put the numbers it is looking for in places it doesn't know to look.

Also thank you, this stuff is a lot of work and its nice to know at least one person is enjoying it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 04, 2019, 09:52:35 PM
I wish to ask you all a question:

(https://i.imgur.com/gQTE74q.png)

Do people actually use the Medium Bigram Railgun? Why or why not?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Offensive_Name on September 04, 2019, 10:05:09 PM
I don't use it on my ship, but I have used it on a few frigates to help support, I had a Monkey model walsh that rocked it and 2 artassaut revolver cannons(small HE diable avionics). He is dead now if that tells you anything, but he sure did last awhile.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Wyvern on September 05, 2019, 04:06:23 PM
I've used the Bigram in a few cases - generally one of the following:
1: When I've got a carrier (or other support-type ship) that has no business getting close to anything, but has a medium ballistic slot.  Usually those slots get HVDs, but the Bigram is cheaper, which sometimes matters.
2: When I've got a large ship that has some turrets set further back than others.  For example, a Legion XIV with one heavy mauler, 2x HVD, and 2x Bigram, set so that the rearmost two turrets get the bigrams.

That said, these are very niche uses; if the gun vanished, I'd mostly just shrug and use something else.

(The small slot version of it, by contrast, works surprisingly well with IPDAI.  I still don't use it very often, but that gives it three plausible niches to the medium Bigram's two.)
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Orcling on September 07, 2019, 03:31:22 AM
I like this mod and the ships but i feel like the non-monkey versions are a little too strong. That 30 less recoil is HUGE and don't get me started on the speedboost on large ships. Most other mods have something that balances the bonuses out, like less armor or less Flux or whatnot.
Though they kinda need the recoil bonus for their own weapons, the Society weapons are hot garbage when it comes to accuracy. But if you slap non-society guns on their ships they're nearly unkillable. Oh and also 5% range bonus, geez. I suggest maybe giving their weapons 50% slower turn rate to balance out the bonuses.
The speedboost not working with safety overrides is meaningless because ain't nobody using that.

Though all in all, great mod. I love the pirate versions.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 07, 2019, 05:48:36 AM
I like this mod and the ships but i feel like the non-monkey versions are a little too strong. That 30 less recoil is HUGE and don't get me started on the speedboost on large ships. Most other mods have something that balances the bonuses out, like less armor or less Flux or whatnot.
Though they kinda need the recoil bonus for their own weapons, the Society weapons are hot garbage when it comes to accuracy. But if you slap non-society guns on their ships they're nearly unkillable. Oh and also 5% range bonus, geez. I suggest maybe giving their weapons 50% slower turn rate to balance out the bonuses.
The speedboost not working with safety overrides is meaningless because ain't nobody using that.

Though all in all, great mod. I love the pirate versions.

You are thinking about the hullmod in a vacuum. The mod itself is only buffs because the ships they are attached to are lacking in other areas. Like poor flux stats and defenses. This is why most of the feedback I receive is pretty-much opposite this, I've been told fighting the ARS is only a notch above fighting the pirates in terms of difficulty.

That being said, fleet testing for the upcoming art rework has begun and preliminary results show that the ARS is now entirely unbeatable. I have no idea what could be causing this, as the ships still fare average-to-poor in AI duels, but if I find out the hullmod has anything to do with it, then it is not sacred either and will be corrected as deemed necessary.

Also the speed boost not working with safety overrides is entirely because of the Macnamara. That ship is absolutely bonkers with SO and the last thing it needed was *More* speed, and only disabling the bonus on that ship would be gamey.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Ass-Haggis on September 07, 2019, 05:54:55 AM
I've found the best success with Society ships and equipment using a kind of long range standoff strategy using Lyons cruisers as the mainliners with Victorias as their escorts, then having a couple Macnamaras escorted by a few Reids each to pincer around the sidelines.

Honestly you can't go wrong with Victorias, you can always have more and I would never turn one down, that debuff in combination with their versatile loadouts is just so helpful against most threats! I just wish my Gregory swarms would stop suiciding into each other/enemy ships/allied ships/our station we are defending/the enemy station we are besieging. (funny tho)
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Orcling on September 07, 2019, 07:43:29 AM
I like this mod and the ships but i feel like the non-monkey versions are a little too strong. That 30 less recoil is HUGE and don't get me started on the speedboost on large ships. Most other mods have something that balances the bonuses out, like less armor or less Flux or whatnot.
Though they kinda need the recoil bonus for their own weapons, the Society weapons are hot garbage when it comes to accuracy. But if you slap non-society guns on their ships they're nearly unkillable. Oh and also 5% range bonus, geez. I suggest maybe giving their weapons 50% slower turn rate to balance out the bonuses.
The speedboost not working with safety overrides is meaningless because ain't nobody using that.

Though all in all, great mod. I love the pirate versions.

You are thinking about the hullmod in a vacuum. The mod itself is only buffs because the ships they are attached to are lacking in other areas. Like poor flux stats and defenses. This is why most of the feedback I receive is pretty-much opposite this, I've been told fighting the ARS is only a notch above fighting the pirates in terms of difficulty.

That being said, fleet testing for the upcoming art rework has begun and preliminary results show that the ARS is now entirely unbeatable. I have no idea what could be causing this, as the ships still fare average-to-poor in AI duels, but if I find out the hullmod has anything to do with it, then it is not sacred either and will be corrected as deemed necessary.

Also the speed boost not working with safety overrides is entirely because of the Macnamara. That ship is absolutely bonkers with SO and the last thing it needed was *More* speed, and only disabling the bonus on that ship would be gamey.

I'm not thinking about it in a vacuum at all. I think because the ARS does bad as a faction is because their weapons are garbage, like I mentioned. The ships themselves are great- I almost have exclusively ARS ships in my fleet right now and they do MUCH better than most of my other ships. I'm just not using Society weapons because as much range as they have, with the accuracy of most of them you can't hit anything, turret turn rate is bad aswell. The Bullpup Autocannon for example doesn't even come close to the Vanilla Assault Gun, even if it does have 100 more range. The Bulldog is better than the Vanilla equivalent but when you get to large slots the ARS guns get outperformed by the Vanilla guns in every way.

Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 07, 2019, 03:27:18 PM
The only weapons in this entire mod that suffers from accuracy problems during sustained fire are the Bullpup and Bulldog autocannons.

Testing a single bullpup autocannon against 1000 armor vs a Light Assault gun and the same. Both within 100SU
- Bullpup breaks through the armor in 21 seconds
- Light Assault gun breaks through the armor in 20 seconds.

This is because damage per shot has a much higher effect on armor than raw damage per second does, and the Bullpup does more than double the damage per shot. This is while costing 20 less flux per second to fire, and having 15% more range.

The only other weapons that even have accuracy stats in the first place are the Bongo/Bassdrum, which are specifically engineered to cast a wide net to intercept a large number of incomming missiles simultaneously, and the Monogram series, which only has a little bit of deviation.

Every other weapon in the mod has perfect accuracy that never deviates regardless of what ship its mounted on.

As for the larges. The Pellet cannon has roughly equivalent stats to the gauss cannon, except it does 215% more damage up-front, for a 16% reduction in damage per second. It also costs 40 less flux per second to fire. The Gauss cannon remains better against light armor, but the Pellet cannon deals such heavy damage to shields it can often force an overload if the AI hesitates to drop their shields for even a moment. It also used to do the same DPS, but I got complaints that it made the Gauss cannon entirely redundant.

The Heavy Plasma Driver is an armor cracking tachyon lance alternative with *more* damage per second that costs a whole 4 less OP to mount. It doesn't have the tach lance's insane burst potential, but not much in this world should, because the tachyon lance does it so well already.

The Mk2 Bigram railgun has 1500 range, a whopping 300 more than the longest ranged vanilla weapon. If that isn't enough, It is also dirt cheap to mount for a large weapon at a paltry 18 OP, and costs only a little more flux to fire than a hellbore, while doing 260% more damage than one.
Sure, its fragmentation damage so it isn't going to crack armor very well, nor is it going to apply all of that damage to shields. but at those ranges it would be unfathomably overpowered if it could. Use it to suppress your enemies from a position of safety while another ship worries about killing them.

Also the faction has access to basically all vanilla weapons and regularly mounts them.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Takion Kasukedo on September 07, 2019, 03:37:11 PM
I put the Bigram series of railguns on weak ships or ships good at harassing/pressure, with mobility options. I don't use it myself, but at least a few fleet members do.

Player guns are more like the Pellet series of guns and the Bull series. The Rods are a gift for inaccurate, but decent sniping with a bit of homing in, mind.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: WolfPriest on September 21, 2019, 09:45:18 AM
First, I am really big fan of this mod, and had a lot of fun using Reparation ships only (when they became available, of course). The trouble is, I'm really gimped for Blueprints. I never got the package with multiple craft/weapons in it, and it took a lot of time raiding the stations to infinity and beyond to get anything. If that is how it works, ok. The questions is, can we even get "generic society" blueprints? Those looked like a ton of fun, but I never got them.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: grinningsphinx on September 21, 2019, 11:33:32 AM
I used to use the bigram guns before the fire rate nerf...then they were good for pressure...nowadays the refire rate isnt  high enough to keep the opfor shields up, and there are generally better alternatives.

That being said, not everything in the game *has* to be balanced.  Bigrams pair well with other systems that can shoot out past 1200+, especially if you have an extra spot to fill.  Works well  combined with extreme ranged combos like Maegara rails/Guass + zone scorcher/ sledge cannon/Orion Artillery...the bigrams will start dealing full damage pretty quickly. If youre fortunate enough to find some of those 30 point Great House railguns using frag becomes a real option.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 21, 2019, 07:46:27 PM
First, I am really big fan of this mod, and had a lot of fun using Reparation ships only (when they became available, of course). The trouble is, I'm really gimped for Blueprints. I never got the package with multiple craft/weapons in it, and it took a lot of time raiding the stations to infinity and beyond to get anything. If that is how it works, ok. The questions is, can we even get "generic society" blueprints? Those looked like a ton of fun, but I never got them.

Currently no, the generic and pirate blueprints are entirely unobtainable, letting the player grab those from indies/pirates isn't something I'm innately against but the concept always seemed kind of awkward whenever I think about implementing it.

As for the regular blueprints, raiding for them will leave you at the mercy of RNG, as there are quite a few blueprints to be had. it is more reliable to buy them, as they are regularly sold at ARS military markets. (And you don't even need a specific rep to buy them, you just need access to the military market)
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: WolfPriest on September 22, 2019, 04:20:35 AM
My humble opinion, player should be able to acquire the generic models, as those are really effective for early game, but certainly aren't overpowered.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 22, 2019, 05:27:27 AM
What are you going to do with blueprints early game? You cant use them without a decent colony :V
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: WolfPriest on September 22, 2019, 10:22:07 AM
Generic is quite cheap, and would work even with smaller colonies. If you find world extremely rich in ore, you do mine on size 3, refinery on 4 and get heavy industry on 5. Sure, not as good as real thing, but can keep raids away as long as you need.

But, honestly, I want it because generic stuff is currently rarer than the "Blue Bloods".

And if I may ask one more thing, is there a plan to add support crafts, like tanker, freighter and troop transport. You are obviously very good at this, and I have no right to tell you what to do, so don't see these as demands or insults, I'm just trying to get better understanding of your idea.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 22, 2019, 09:31:32 PM
The preview image of the upcoming sprite rework already includes a tanker, a freighter, and an ARS buffalo skin.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: WolfPriest on September 23, 2019, 01:16:42 AM
I'm sorry, I did not see the picture until now. There will be no dedicated troop transport, "Salvage Gantry" and exploration vessel? I did notice that limited crew capacity is a theme, so I guess faction might not use troop transports in the first place.

Edit: I ask because I like doing "one faction only" ships, and the game ruins it with all the Prometheans. I'd be happy to play with this factions ships again, even if I always end up hostile to them.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 23, 2019, 05:22:15 AM
I'm sorry, I did not see the picture until now. There will be no dedicated troop transport, "Salvage Gantry" and exploration vessel? I did notice that limited crew capacity is a theme, so I guess faction might not use troop transports in the first place.

Edit: I ask because I like doing "one faction only" ships, and the game ruins it with all the Prometheans. I'd be happy to play with this factions ships again, even if I always end up hostile to them.

More that the faction doesn't do full scale invasions, making troop transports a bit useless. No dedicated salvage gantry, as the vanilla one suits them just fine, and if you've noticed, every single ship in the lineup has a hyperspace range of at *least* 30 LY, so...why would they need dedicated exploration ships?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: WolfPriest on September 25, 2019, 01:40:37 PM
I feel kinda bad for making this back-and-forth, but I already did, and it gets your mod to the top, and I might as well provide some useful feedback.
I used bit more than a half of ships, all except carriers, Tatcher, Burke and King. I must say, Lyons/McNamara combo (as support/tank respectively) is amazing. I used Alastair as my flagship, it is quite underwhelming, but gets the job done. It's only capital ship I have driven, so I'm not sure how it compares. Walsh is an absolute beast of efficiency. Super cheap ship, and you can get it even cheaper as generic, or super fast as exodus. Sherman is nice number-booster in the early game, it will not slow down or weaken your fleet before the cruisers take over. Victoria takes the same thing further, and can go up against anything except star-station and survive, but those just erase her. Raid is very weird niche. It's too large for frigate, and too small for destroyer. Good early game flagship and frigate hunter, but quickly loses the use when cruisers show up, and has nothing more to offer, so becomes obsolete before the Sherman, that is weaker. I actually got Caswell blueprint, but I already had Lyons production at that point, so I failed to find a niche for it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 25, 2019, 06:32:05 PM
Unfortunately the current meta over-favors large ships before small ones, so that isn't entirely surprising. Otherwise, the Caswell is a destroyer with higher burn and faster combat speeds than the Lyons, and its numerous small slots with wide arcs allow it to either spec into being a combat carrier, or become a platform from which to mulch fighters and missiles. Also, while the Jameson is the only carrier the ARS has with an actual carrier system, the Caswell's mines can greatly assist in getting bomber runs and missile volleys through enemy PD screens by giving them more things to shoot at, while they Lyons is basically just a brick.

Of course all this information is based on the dev build, so your current experience may differ.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Stuffwriter on September 25, 2019, 10:23:37 PM
It's probably a tad late, but I figure I'll throw in my 2 cents.

I personally feel that LoA, at least compared to other faction mods, suffer from a frustrating identity.

A few examples of mod factions to demonstrate my point:

- Interstellar Imperium ships are ridiculously customizable, slow, and well protected, but flux-starved.

- Diable Avionics have powerful ship systems, good fighter screens, and versatile weapons. Their capital ships are extremely mobile for their size as well

- Blackrock ships are super mobile, have impressive ship systems, and excel at burst damage. They don't do so great in sustained combat though

- Shadowyards have weak weapons, decent defenses, and decent flux stats, but their ships are all built for very specific roles so their fleets really shine in tandem

- SCY ships have crap armor and shields, are relatively slow, and have poor flux dissipation. What they excel at but have obscene burst damage and maximum flux.

- Legacy of Arkgeneisis ships have poor flux stats, poor armor, decent mobility, and weak ship systems. Their ships are extremely fragile and not particularly threatening.

I feel like the faction is held back by a strong desire to not make them overpowered. What is the faction... good at? All the other factions have give and take, push and pull. Legacy ships have okay mobility, but paper armor, laughable shields, mediocre flux stats, specialized but not hugely effective weapons, not particularly powerful ship systems... It's like the stat sliders on the ships are messed up. If you lose armor, flux stats, and shields (all hugely important), then the payoff should be worth it. It doesn't feel like LoA provide that payoff, at least to me. It's very difficult to make a fleet that feels threatening.

I know you've expressed a desire to point out that LoA ships are not meant to fly without vanilla ships supporting them, but I wonder why you'd push for that. Every other mod faction does just well on it's own, and i usually try to stick with their unique fighters/weapons to get a feel for the faction as a whole. I really like the LoA frigates and destroyers a lot; they feel good to fly and are well designed. However, I feel that their line ships are super lackluster. It's very hard to get 10 pounds of LoA capital ship to fight like 10 pounds of basically anything else.

I love the sprite work you've done for this faction recently. The ships look fantastic. It seems like you care a lot about building a good mod, and I respect that a lot. I'm sorry if this comes off as harsh, but I'm trying to be honest.

I have a couple suggestions if you're willing to hear them:

- Give LoA powerful ship systems to compensate for their poor stats. The ships with the front-mounted long-distance explosive missiles are a good opportunity here. Give those missiles some serious punch. Right now, they're not particularly impressive.

- Give LoA ships a lot of in-combat mobility, like high top speed while over 5% flux. This way, their poor armor and shields would make sense. The faction would have a clear weakness: long distance engagements

- If LoA ships had very short combat operating times, it would create opportunities to increase their stats without feeling like you're making them overpowered.

- Give LoA ships an identity... perhaps as carrier-killers. The meta is big on carriers at the moment, so why not give the LoA ships some built-in hull mods that make them more effective at the task? Perhaps resistance to fighter damage, powerful PD, or ship systems that scramble them somehow.

- Alternatively, LoA could be built to be a short-range faction with advantages against long-range enemies. Perhaps all LoA have a built-in sensor scrambler that reduces enemy weapon range. Maybe any weapon longer than a certain range does greatly reduced damage to them. (admittedly hard to implement)

- If LoA are meant to be self-sufficient raiders, give them campaign stats more in line with this. Low maintenance, low fuel consumption, low sensor signature, powerful sensors, resistance to storms. Let an LoA player bring more tonnage for less money than other factions. If they are already nudged this direction, nudge them more.


Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: WolfPriest on September 26, 2019, 01:49:27 AM
Their niche is long-ranged mobile combat. Some of them, namely Victoria and Sherman, are quite survivable. Capital ship goes over 160, and I got more than 290 on some frigates. Their mobility is more than decent, it's best in game. They are also kings of early game. Duke is also superior "fighter" even against wanzers.

Edit:
I think we really REALLY don't need another short-range faction. They are already completely self-sufficient in early game, if you gave at least one salvage rig. In the late game, no, but then again, entire fleet is made up of cruisers.
Just try fleet of Lyons/McNamara ships, with all the fighter slots filled with Dukes. You will get cheaper and more mobile version of Eagle/Falcon combo, and you will not be disappointed.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 26, 2019, 05:02:25 AM
Well you're certainly right that the lineup as a whole has been suffering from an identity crisis. Thankfully I've put in the hours of testing to figure out what it is, and have hopefully come up with a solution that will satisfy nobody! (Except myself, of course)

Instead of going on a long tirade about it, I'll just say for now that when the sprite rework was done, and the fleet testing started, I could not get the faction to lose a fair fight, even when piloting the opposition manually. This went on for a week and three rounds of faction wide nerfs (leaving the ships all feeling individually quite weak) before I finally flipped the table and completely re-evaluated what I wanted out of the faction.

Thankfully, they haven't changed -too- much, and I'm definitely taking pages from a fair number of books here, but I'm liking how things are shaping up. Without making a bullet list of every change, one of their primary selling points from here on is going to be how much spare OP they have. However, unlike the Imperium with its dramatic retrofit packages, you are encouraged to spend this OP in a more granular fashion, converting one or more of the various weaknesses of a given hull (which still exist) into strengths.

There will still be more tests to do before everything is settled, but even with this complete overhaul, the ARS is still extremely strong in a fleet setting, enough that I've had to give all the ships slightly increased deployment to cut down on the number of hulls that can be fielded in any given engagement. In a 1v1 scenario, the increased deployment won't really matter, being a mere 1/2/3/4 based on hullsize, but when fielding an entire fleet, it means you'll have to give up a ship or two.

Bleh, this post reads like a ramble, but really there is going to be a lot to unpack with this coming update, a lot more than was originally planned, hopefully it squashes some long-standing problems with the faction for good, and makes them more enjoyable for everyone.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: WolfPriest on September 26, 2019, 06:50:37 AM
I've had to give all the ships slightly increased deployment to cut down on the number of hulls that can be fielded in any given engagement.

 :'(
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Stuffwriter on September 26, 2019, 07:10:26 AM
On paper, the LoA ships don't seem very good. If you're saying they were overpowered, it feels like you're aghast that I insist the sky is blue.

How did some of those fights play out? Did you test against vanilla ships, other mods, or both?

I did a lot of my testing and simulations in 1v1 scenarios. Maybe that was why?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 26, 2019, 04:12:04 PM
Yeah that's exactly it, in 1v1s they weren't very good, but in a fleet setting they were literally unbeatable, and as fun as that might sound on paper, it makes the ships not very fun to fly yourself, and not very fun to fight against as a fleet.

Part of the problem is the extremely broad turret arcs, in a battle line you were never just dealing with any one ship, since they could switch targets far more rapidly than most vanilla ships, while possessing mobility and range in excess, and creating a wall of overlapping fire that you just couldn't break through, technically they still do this, but there are fewer ships overall to deal with.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Stuffwriter on September 26, 2019, 06:27:03 PM
I see. That makes sense now.

Any faction with high mobility and long range would have that quality. Usually you have to pick one or the other.

One of the cruisers has an ability that makes it move super slow and greatly extend its range. That seems to be right in line with the issue. It can just sit in the middle of the fleet and support all sides.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on September 26, 2019, 06:31:51 PM
One of the cruisers has an ability that makes it move super slow and greatly extend its range. That seems to be right in line with the issue. It can just sit in the middle of the fleet and support all sides.

That isn't one of mine.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Stuffwriter on September 26, 2019, 08:01:42 PM
You're right. It was a shadowyards ship.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: grinningsphinx on September 26, 2019, 08:23:29 PM
Yeah that's exactly it, in 1v1s they weren't very good, but in a fleet setting they were literally unbeatable, and as fun as that might sound on paper, it makes the ships not very fun to fly yourself, and not very fun to fight against as a fleet.

Part of the problem is the extremely broad turret arcs, in a battle line you were never just dealing with any one ship, since they could switch targets far more rapidly than most vanilla ships, while possessing mobility and range in excess, and creating a wall of overlapping fire that you just couldn't break through, technically they still do this, but there are fewer ships overall to deal with.

Broad turret arcs isnt the story at all...there are a lot of other factions that have that capability.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Blue phoenix on October 23, 2019, 06:38:35 AM
What does the first part of the description of the hull mod "electromagnetic mastery" means?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: TrashMan on October 23, 2019, 08:20:52 AM
I have no issue with LoA ships. I find some of them EXCELLENT and my go-to choice. Victoria and McNamara are my favorites.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
Post by: Gwyvern on October 23, 2019, 04:19:56 PM
I have no issue with LoA ships. I find some of them EXCELLENT and my go-to choice. Victoria and McNamara are my favorites.

The Mac has probably changed the -least- out of any ship during this rework.

What does the first part of the description of the hull mod "electromagnetic mastery" means?

Don't worry about it, in a few days that hullmod is going to be deprecated anyway.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Gwyvern on October 24, 2019, 05:25:44 AM
Uh, 1.5 is done...yall have fun.

Here's the changelog. https://www.dropbox.com/s/dx66cbjq5ce1v3k/LoA%20v1.5%20changelog.txt?dl=0 (https://www.dropbox.com/s/dx66cbjq5ce1v3k/LoA%20v1.5%20changelog.txt?dl=0)

Legacy of Arkgneisis v1.5.0

This is a huge update and most of it is reworking old content so I won't list everything in specifics.

Also yeah this breaks saves, pretty sure about it this time.

- New art for all Ships, all wings, and most weapons. In many cases the new art has dramatically transformed how the ship plays, in other cases its just a new coat of paint.

- A faction wide mechanical restructuring, the ships have been rebalanced from the ground up, they are still somewhat similar to the ones you remember, but now instead of having built-in range, extra zero flux speed, and crazy high speed. They are closer to mid line in terms of mobility and come with heaps of OP with which to make up for their multiple shortcomings in whatever way you see fit.

- The old faction hullmod "Electromagnetic Mastery" has been removed.

- 3 New modular hullmods exclusive to the faction are now available.
   
   - Modulated Injector Is a more mild version of Unstable Injector with less painful tradeoffs, though it is expensive on larger ships.
   - Upscaled Shield Core is a cheaper alternative to Hardened Shields that doesn't resist bleed-through and increases shield maintenance.
   - Reinforced Mount Suspension reduces weapon recoil.
   
- The Sphere missile has been removed.

- The Bigram Railgun has been removed.

- Two new weapons have been added:
   
   - Electron Rifle, a small, high-alpha fragmentation energy weapon that can target missiles when other targets are not available.
   - Heavy Electron Rifle, a scaled-up version of the Electron rifle.
   
- Four New ships
   
   - The Edith, a combat support frigate dedicated to buffing its allies.
   - The Norwood, a destroyer sized combat missile tanker. Its only got 4 small missiles but its system is a doozy.
   - The Osmond, a heavy destroyer packing the Alastair's EMP system.
   - The Jameson, a cruiser sized "combat" freighter capable of destroyer-level fighter deployment.
   
- Loads of miscellaneous mission and campaign tweaks that are too numerous and individually minor to go over.

- Random battles are back in the missions list! Fight random factions as the ARS, or fight the ARS as a random faction!
   
- Support for the commissioned crews mod, Society crews will soothe the pains of operating at low CR for you.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Zoro89 on October 24, 2019, 05:28:29 AM
Thx for your mod. Can you fix the download link?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Shrugger on October 24, 2019, 05:32:28 AM
Very nice art rework, and the new ships also look good. Looking forward to trying it out!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Gwyvern on October 24, 2019, 05:33:54 AM
Thx for your mod. Can you fix the download link?

Sorry about that, it should be working now.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Chaos Farseer on October 24, 2019, 08:21:47 AM
Congratulations!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: vagr on October 24, 2019, 11:09:31 AM
I just updated without reading the changelog and I broke my save. Can I get a link to the previous version please?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Hrothgar on October 24, 2019, 11:25:40 AM
If there is no link, i will try to send you my packed , old version, as i think i not yet updated it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Daidez on October 24, 2019, 12:05:31 PM
The new sprites look great!  They always seemed like they were missing something before, but they look more complete now.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Piemanlives on October 24, 2019, 03:53:53 PM
Gotta hand it to you Gwyv, the new sprites are beautiful.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Gwyvern on October 24, 2019, 04:06:29 PM
I just updated without reading the changelog and I broke my save. Can I get a link to the previous version please?

If you updated properly, the old version should still be in your recycle bin.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: GoodOlFritos on October 24, 2019, 06:56:16 PM
Gettin' the old 'Ship Hull Spec failed to load' issue, specifically "Ship Hull Spec LOA_Champion1 not found!", not exactly sure if it's a me-issue or somehow related to the download. Any idea how to fix??
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Harmful Mechanic on October 24, 2019, 07:00:41 PM
Glad to see you get this out, I know it was a huge effort.

The Electron Rifles are really appealing; it's nice to see more high-alpha frag weapons, especially in energy slots. Very satisfying sound.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Gwyvern on October 24, 2019, 07:30:27 PM
Gettin' the old 'Ship Hull Spec failed to load' issue, specifically "Ship Hull Spec LOA_Champion1 not found!", not exactly sure if it's a me-issue or somehow related to the download. Any idea how to fix??

Did you erase the old mod before installing the new one?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: GoodOlFritos on October 24, 2019, 09:31:38 PM
Gettin' the old 'Ship Hull Spec failed to load' issue, specifically "Ship Hull Spec LOA_Champion1 not found!", not exactly sure if it's a me-issue or somehow related to the download. Any idea how to fix??

Did you erase the old mod before installing the new one?

I did, though there's a good chance I screwed up something along the way. Going to attempt a fresh install of star sector this time around, see if that'll fix it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Gwyvern on October 24, 2019, 09:51:28 PM
Gettin' the old 'Ship Hull Spec failed to load' issue, specifically "Ship Hull Spec LOA_Champion1 not found!", not exactly sure if it's a me-issue or somehow related to the download. Any idea how to fix??
Did you erase the old mod before installing the new one?

I did, though there's a good chance I screwed up something along the way. Going to attempt a fresh install of star sector this time around, see if that'll fix it.

Lemme know how it goes, that ship ID no longer exists so I'm fairly certain you screwed something up on installation, but if you didn't I'd like to know why something is still looking for the old ID
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: GoodOlFritos on October 24, 2019, 11:41:55 PM
Eyup! My bad, I definitely screwed something up in the installation somehow! Everything is working now that I've done a fresh install of Star sector and my mods, sorry for buggin' ya and wastin' your time! Regardless, thanks for the help!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: AlicianeAlton on October 25, 2019, 02:12:49 AM
Hi! Got the same bug at loading screen,
Spoiler
Gettin' the old 'Ship Hull Spec failed to load' issue, specifically "Ship Hull Spec LOA_Champion1 not found!"
[close]
I deleted the files before installing the new ones, so I putted back the old one and it works fine... I don't know what I could have screwed by right clicking on the old mod folder then delete, putting the archive winrar in the mods folder and right click and extract here. Been doing this for all the mods I have, its also the champion that is missing ...
I 've been tuning this installation and the settings for quite some time, I would like to keep it like that at least until the end of this playthrough and it keeps working fine by the older files so ...
Please can u look into this ? Maybe its related to other mods we are using ? could it be because i found the champion and now that i have all the blueprint it keeped giving me it doesn't recognize it  ?
Thanks in advance, and sorry for bad news !

Ps: And sorry for my bad english
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: TrashMan on October 25, 2019, 04:42:48 AM
Hmm.... I'm kinda on the fence. Loved the old Victoria.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Gwyvern on October 25, 2019, 08:32:54 AM
Hi! Got the same bug at loading screen,
Spoiler
Gettin' the old 'Ship Hull Spec failed to load' issue, specifically "Ship Hull Spec LOA_Champion1 not found!"
[close]
I deleted the files before installing the new ones, so I putted back the old one and it works fine... I don't know what I could have screwed by right clicking on the old mod folder then delete, putting the archive winrar in the mods folder and right click and extract here. Been doing this for all the mods I have, its also the champion that is missing ...
I 've been tuning this installation and the settings for quite some time, I would like to keep it like that at least until the end of this playthrough and it keeps working fine by the older files so ...
Please can u look into this ? Maybe its related to other mods we are using ? could it be because i found the champion and now that i have all the blueprint it keeped giving me it doesn't recognize it  ?
Thanks in advance, and sorry for bad news !

Ps: And sorry for my bad english

It would help if you gave me the starsector.log file located at Fractal Softworks\Starsector\starsector-core so I could narrow down what is attempting to call the old ship ID

Hmm.... I'm kinda on the fence. Loved the old Victoria.

The new one is better.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Timeroc on October 25, 2019, 02:26:03 PM
Opp's didn't notice I had StarSector open twice so old one didn't fully delete ...
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Gwyvern on October 25, 2019, 06:42:18 PM
So I finally had a chance to help someone who was having the loa_champion1_d issue in real time and its as I suspected. Yall aren't fully deleting the mod before installing the update, and as a result, an old skin file doesn't exist which points to a ship ID that no longer exists is lingering around in your file structure.

Always

always

ALWAYS

FULLY DELETE a mod before you update it, the file merging rules will cause issues like this if you don't.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
Post by: Stuffwriter on October 25, 2019, 08:19:23 PM
I've been thoroughly enjoying the update. The new sprites are fantastic!

- The faction-specific hull mods are great. They give the faction just what it needed.

- I really, really like the destroyers and frigates. They are excellent, versatile, reliable, and useful even late game. The victoria may be favorite ship.

- The cruisers are a bit of a mixed bag. The king seems awful, especially since its ship system only boosts energy damage. It lacks the flux capacity to really make use of its system. The lyons is a solid, versatile ship. The Maknamara is excellent.

- The battlecruiser is great. The web with 5 charges is much more fun to use.

I've been running a fleet of mostly destroyers/frigates and then a battlecruiser and the Champion class cruiser. It's been flattening fleets 3x its power value (with the starship legends mod).
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Gwyvern on October 27, 2019, 09:39:31 PM
Its time for v1.5.1

Dropping a small hotfix for a series of minor issues.

- Changed the tags for the Monogram and Heavy Monogram railguns, they should now appear in fleets more reliably.

- Fixed the Fox's description still referring to it as the "Gregory"

- Reduced the cost of Reinforced Mount Suspension to 3/5/7/10

- Reworked the stats for the Heavy Monogram Railgun (Now called the Monogram Shredder) To be more like a huge thumper instead of an enormous but otherwise clone-copy of the Monogram Railgun

- Fixed the Osmond blueprint not displaying an image.

This one -should- be safe for your saves, but I wont promise it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Lord_Asmodeus on November 01, 2019, 02:29:20 PM
After deleting the old mod and installing the old one, the game loads up fine but I when I try to load up my last save it tells me that Al_king is missing.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: captinjoehenry on November 01, 2019, 03:16:57 PM
After deleting the old mod and installing the old one, the game loads up fine but I when I try to load up my last save it tells me that Al_king is missing.
Same but instead of al_king it's al_sphere
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Gwyvern on November 01, 2019, 08:12:51 PM
After deleting the old mod and installing the old one, the game loads up fine but I when I try to load up my last save it tells me that Al_king is missing.
Same but instead of al_king it's al_sphere
After deleting the old mod and installing the old one, the game loads up fine but I when I try to load up my last save it tells me that Al_king is missing.

None of these IDs exist anymore and there are only two reasons that your game would still be looking for them.

1: You didn't completely remove and then re-install the mod properly.
2: You maybe played around with the mission scenarios and there are still saved variants floating around in the saves/missions/missionname files that are pointing to the old ship IDs.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Tctclwsl on November 05, 2019, 05:47:03 AM
I updated without checking a new version (1.5) had gone live and broke my current playthrough because I am a potato, is it possible to get a link to the "latest" 1.4 version? I also had the good sense to delete my 1.4 zip file from my hard drive due to space issues, to double down on the potato'ing so can't rescue it that way
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Hrothgar on November 05, 2019, 06:17:04 AM
I will try send you this as i have 1.4 i think. Write on discord to me, sadly i probably will do it tomorrow than today, work .
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Orange Juice Goose on November 05, 2019, 04:08:03 PM
Is the spacesuit portrait supposed to be NPC only? It cant be chosen from the new game menu but it doesn't seem to be reserved for a specific character, so I'm unsure as to why, cause its a pretty cool portrait.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Gwyvern on November 05, 2019, 04:53:20 PM
Is the spacesuit portrait supposed to be NPC only? It cant be chosen from the new game menu but it doesn't seem to be reserved for a specific character, so I'm unsure as to why, cause its a pretty cool portrait.

Unfortunately, making portraits available to the player also automatically ads them to the roster of Officer portraits for the player faction, and that portrait is very clearly wearing Anarakis Reparations Society livery, what with their flag painted on its face and all. So I didn't think it appropriate.

I do have a generic version of that portrait without the livery but I haven't been able to ass myself to finish it as of late. When I do, it will be added to the roster of player-available portraits.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: puffzor on November 05, 2019, 10:32:45 PM
Question about the Alastair - are there any plans to make the built-in HE cannon projectile have more hitpoints? It's so fragile that 99% of the time it doesn't even get close to landing because any stray bullet or flak explosion will kill it. It actually feels like the ship would be better off with the weapon taken out as right now it's just a waste of flux.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Orange Juice Goose on November 06, 2019, 02:43:33 AM
Hi again! I hope you don't mind a few thoughts from a new fan of the mod. I will preface that I also have ideas that might not exactly be in line with the faction image you have in your head.

So far I'm having a blast actually figuring out how to make this faction work (Starsector has programmed me to discount overwhelming range as a strat.) but I don't quite have the full toolkit since the Society doesn't actually use their specialized hull-mods! (And therefore don't sell them in the market.) Its a bit of a tech mining crapshoot to find them all, and honestly I've only ever found the up-scaled shield generator through it. I assume that this isn't intended since the hull-mods (At least the shield gen mod.) don't seem like tech science lost to the ages, but I could be wrong.

Back on top the top of building this faction... Overall I guess the best way I could describe the way I have been building my fleet as "extreme" mid-line in the same vein certain other faction mods are "extreme" low-tech (Kadur) and high-tech (Sylphon). Aside from a few notable exceptions like the SO hammerhead, mid-line currently cant just ram the enemy and point-blank hammer barrage. While high-tech cant exactly do the same, most of their suppression options deal no hard flux, which really *** sucks. This leaves mid-line as the best long ranged school of play.

Where this faction differs is that mid-line typically results in most warships mostly entangling and disabling enemies for the drovers and herons to bap. This faction is far less reliant on strike craft, with no real ship capable of large (3-6) fighter strikes, instead having to gun down the enemy the hard way. The siege cannon helps a lot on the frigs-destroyers when it comes to filling that gap, but a single siege cannon (At its current strength.) just is a bit of an afterthought on the cruiser and up scale. On the defense side, its a bit odd but the Society is its own faction, and technically follows the mid-line philosophy of not focusing on armor or shields too much. The hull being the strongest defense stat is a bit odd, but it gives me an excuse to put reinforced bulkheads so its a win overall! Though, the tendency for ships to only have 5 more crew space than necessary does not mesh well with the hull tanking; since hull damage causes casualties you need spares. Either more lenient crew caps or perhaps a inbuilt hull mod to reduce casualties would be welcome.

I haven't really ever experienced a situation where the commissioned crew hull-mod was useful, its particularly situational and that situation is usually one of panic where you wont notice a 20% buff. Personally, I don't really associate keeping a scrapheap together as a trait of the Society because D-mods never seem to make their ships greebly. Perhaps if the hull-mod was something that capitalized off one of their strengths it would be more in line with the power of commissioned crews? A boost to range, tracking, projectile speed, or ECM (To gain range advantage) would bolster their abilities and not step on any other mods toes (for now). Alternatively, buffs to the hull will probably never be copied because as far as I can tell this is the only "hull-tank" faction in the modiverse. Pure hull strength, regen, and repair speed/cost are viable stats to be buffed, though if you are feeling reckless you could just make a pure OP buff and grab some popcorn for the reactions.

The weapons are great! The pellet series fell amazing, and the stream like projectile are satisfying as hell. Plasma beams fill a specific role missing from most arsenals and thats sweet! Though I think the medium and large beams could stand for their visual affect being a bit thicker. The bull-dog line fulfills that longer-range HE weapon role I have trouble finding even in the vast modiverse, but their projectiles are a bit understated for HE weapons, maybe a bit more glow? Monograms provide that nice long range pressure at like 0 flux, perfect for the faction really. The bongos provide the opposite end of point defense from the concentrated plasma beams, and are a bit silly. I haven't fiddled with the electron rifles much but I did like the BB deserters so they seem promising. The missiles are fine additions, though I can't say they stand out. The strike craft are well suited to their secondary role in the fleet, and there is not too much to say about them besides the fact that Aces will drain crew fairly quick, which is compounded by the lack of extra crew space. (I haven't used much more than the Aces though.) The only thing I think this faction could use is a dedicated fighter killing weapon; there just are not enough fighter bays to achieve superiority in some fights.

I know in lore the Society kind of makes the Luddites seem technically advanced (They still make magnet based weapons without a nanoforge though.) so this means they really have no right having a phase ship of any kind, and I am totally understanding... but "Who the *** wants gremlins?" I sure don't! But the player can't set their faction to 0 pips into phase ships, so I have to break the faction mold if I don't want gremlins. I am no modder, but is it perhaps possible to make a "phase ship" that doesn't actually have a phase system for classification purposes? Even if it means the ship has no shields, I'm sure the Society can make a ship like that work... but! This would be a perfect opportunity (if its possible) to make a unique ship that has a fairly crazy ship system. While I have ideas on what such a system, I am no modder so I have no idea about their viabliity, so I will just bullet point them.

Anyways, apologies for the big wall of text. I hope its not too presumptuous of me to suggest things this far off base.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Hrothgar on November 06, 2019, 03:08:12 AM
In Prv there is a Gremlin without coils but with big energy point.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Punisher30 on November 06, 2019, 06:08:15 AM
I cannot download this update. It gets to 4% and then it becomes corrupted. Its weird too because it's downloading at 6.38Kb per sec. 10MB file taking 38 min.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Gwyvern on November 08, 2019, 04:46:52 AM

So far I'm having a blast actually figuring out how to make this faction work (Starsector has programmed me to discount overwhelming range as a strat.) but I don't quite have the full toolkit since the Society doesn't actually use their specialized hull-mods! (And therefore don't sell them in the market.) Its a bit of a tech mining crapshoot to find them all, and honestly I've only ever found the up-scaled shield generator through it. I assume that this isn't intended since the hull-mods (At least the shield gen mod.) don't seem like tech science lost to the ages, but I could be wrong.

I know in lore the Society kind of makes the Luddites seem technically advanced (They still make magnet based weapons without a nanoforge though.) so this means they really have no right having a phase ship of any kind, and I am totally understanding... but "Who the *** wants gremlins?" I sure don't! But the player can't set their faction to 0 pips into phase ships, so I have to break the faction mold if I don't want gremlins. I am no modder, but is it perhaps possible to make a "phase ship" that doesn't actually have a phase system for classification purposes? Even if it means the ship has no shields, I'm sure the Society can make a ship like that work... but! This would be a perfect opportunity (if its possible) to make a unique ship that has a fairly crazy ship system. While I have ideas on what such a system, I am no modder so I have no idea about their viabliity, so I will just bullet point them.

Thank you for bringing that to my attention, I'll have to look into why they aren't using their own hullmods.

As for the hullmod, none of the commissioned crews hullmods are huge deals, the ARS one was set to 20% because the player skill that specifically targets the flagship is 50% and I'm not putting a player-level buff on a fleet-wide mod. Where the mod will really shine is during larger engagements, assuming you don't or cant pull out, that 20% applied fleet wide will give you the edge in attrition, and when combined with the player skill, your flagship suffers 70% fewer malfunctions than normal, I wouldn't scoff at it, if you didn't alter your game settings to make flying around with gigafleets of capital ships easy, then these situations -do- come up.

Also its not so much that the ARS is low-tech in lore, their hardware comes from an entirely different design lineage from everything else you'll find in the sector and none of it was designed with autoforges in mind, which results in a very manual and sometimes jury-rigged construction process.

As for your ideas, giving a faction a ship to fill the phase doctrine that isn't actually a phase ship is a bad idea, but maybe I can cook up something spliced together from salvaged parts, something weird and one off that will let player factions run the fleet doctrine without resorting to Gremlins.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: xucthclu on November 27, 2019, 03:50:07 PM
So I tried out this mod. I like the ship designs, but I need to clear up a few things

1) Does them being supposedly sponsored by a faction to attack another faction affect the alignment? Doesn't seem to

2) The blueprints they sell, in conjuction with Nexerelin, can be a very easy way to grind for blueprints, as they provide lots of points, is this intended?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Gwyvern on November 28, 2019, 03:14:17 AM
So I tried out this mod. I like the ship designs, but I need to clear up a few things

1) Does them being supposedly sponsored by a faction to attack another faction affect the alignment? Doesn't seem to

2) The blueprints they sell, in conjuction with Nexerelin, can be a very easy way to grind for blueprints, as they provide lots of points, is this intended?

1: What do you mean by alignment? At the end of a war, the ARS gains reputation with their sponsors, while their reputation with the war target is set to -20

2: Oops, that isn't really intended but also there isn't a whole hell of a lot I can do about it on my end.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: xucthclu on November 28, 2019, 12:22:31 PM
1) Wasn't aware of that. Good that it works that way.

2) On one hand, it's a bit of a blessing lessening the grind, but the thing is that the blueprints are worth too many points. Like, a blueprint for some weapon was worth like 3,5k points, when a blueprint package for frigates, destroyers and cruisers of another faction is worth about 2,5k. If the ARS takes over a couple planets with military industry, you can basically easily shop around for blueprints, reputation permitting, then return to the prism freeport, and get relatively easy access to blueprints of all kinds.

In a way, it is kind of a god-send, since Nexerelin absolutely butchered the blueprints gotten from raiding, making it way more worthwhile trying to explore and find abandoned derelicts for blueprints, instead. Getting one blueprint per raid, and then being prohibited of getting any more blueprints for a month or so from the same place can be quite lame in some ways.

So I tried out this mod. I like the ship designs, but I need to clear up a few things

1) Does them being supposedly sponsored by a faction to attack another faction affect the alignment? Doesn't seem to

2) The blueprints they sell, in conjuction with Nexerelin, can be a very easy way to grind for blueprints, as they provide lots of points, is this intended?

1: What do you mean by alignment? At the end of a war, the ARS gains reputation with their sponsors, while their reputation with the war target is set to -20

2: Oops, that isn't really intended but also there isn't a whole hell of a lot I can do about it on my end.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Harmful Mechanic on November 28, 2019, 02:48:49 PM
The BP thing has come up before, and it's quickly fixable without writing or compiling any code, so until it's fixed in the mod, you can just set up a fix yourself using a copy of data/config/prism/prism_blueprints_values.csv with entries for all the relevant blueprint packs.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: okj on January 06, 2020, 11:29:36 AM
Uhmm, installed the mod and is doing a campaign iwth nexerelin, but can anyone elaborate and where to find the faction, do they have bases and how do i make contact with them?
Nothing really say much about it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: SafariJohn on January 07, 2020, 03:33:22 AM
Methinks you added too many factions mods at once. The Anarakis Reparations Society uses a deep blue color for their bases and fleets.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Gwyvern on January 07, 2020, 03:35:20 AM
Uhmm, installed the mod and is doing a campaign iwth nexerelin, but can anyone elaborate and where to find the faction, do they have bases and how do i make contact with them?
Nothing really say much about it.

The Anarakis Reparations Society has 4 markets.
Genocide Outpost in Mayasura
Merlin Station in Magec
Fulcrum Station Yma
and their capital can be found at Parasol Station in Zagan
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: lightningcount on January 09, 2020, 02:28:03 AM
@Gwyvern  So far, love the mod.  The only thing that I can think of to potentially add to the game would be a dedicated variant of the Jameson for cargo, fuel and transport.  I attempted to add these on my own, but with zero modding experience for this game. . . . . . I failed LOL.   The changes the I attempted to make was to just ship the 500 capacity to the dedicated variant and then set the others to 100.  If you don't want to do this I understand, just a personal request  :)  Thank you.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.5.1 [10/28/19]
Post by: Gwyvern on January 09, 2020, 04:34:08 AM
@Gwyvern  So far, love the mod.  The only thing that I can think of to potentially add to the game would be a dedicated variant of the Jameson for cargo, fuel and transport.  I attempted to add these on my own, but with zero modding experience for this game. . . . . . I failed LOL.   The changes the I attempted to make was to just ship the 500 capacity to the dedicated variant and then set the others to 100.  If you don't want to do this I understand, just a personal request  :)  Thank you.

I appreciate it but to be honest I don't see much impetus for having 3 different versions of the Jameson, They already have a reliable combat tanker in the Norwood, if you want more fuel in combat tankers, take 2 Norwoods! As for troop transports I don't know if the ARS really has a need to lug big armies around...I'll get back to you on that.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.0 [1/16/20]
Post by: Gwyvern on January 16, 2020, 06:40:12 PM
VERSION 1.6.0 IS OUT
PROBABLY NOT SAVE SAFE

Truth be told, this Update probably isn't as big as the time it took to produce might indicate, but at least I figured out the balancing issues.

Here's the changelog:

- Massive and sweeping balance changes that affect the entire faction, based on observations during the last major AI tournament.

   - The changes are too numerous to go over most of them individually, but in general, flux stats have been slashed, especially for the
   frigates and destroyers, some ships have had flux stats shifted from dissipation to capacity, and
   a few of them have had minor one-off changes to things like OP or mounts

   - Deployment costs are now properly normalized to Maintenance costs, making the ships cheaper to operate overall.

- The ARS should now properly utilize and sell their domestic hullmods.

- ARS domestic hullmods now properly display their design type.

- The ARS now has Nex Diplomatic traits enabled.

- Some updates to the Edith's behavior when commanded by AI fleets.

- New Weapon: Lighthouse, an inaccurate 1OP burst-beam weapon mounted to ballistic slots, intended to be an in-house slot-filler,
technically capable of PD but not very good at it, passable light armor cracking given the cost.

- New Weapon: Needle PDM, Small, cheap point defense missiles, interception capabilities are a bit below-par compared to some other
point defense missiles in the modiverse, but Needles aren't reliant on ammo and are only 4OP, making them fantastic for fleet-support roles.

- Revised Weapon: The Rod missiles have been completely re-worked into spread-rockets with a pre-aim stage, allowing them to be fired from
any angle, unlike regular rockets.

- Revised Weapon: The Cone missile is now called the Can missile, and will launch a disposable launcher which will aim and then launch
limited-guidance kinetic missiles.

- The Osmond's mounts have been altered to fix an AI behavior where the ship would broadside with certain weapon loadouts
even though it would be considered detrimental to do so.

- The Thatcher (P) Now has Fast Missile Racks as its system instead of AAF, which was too strong for its new DP cost.

- New, custom hull style sounds for all ships, yes, all of them. Courtesy of MesoTroniK

- Probably some *** I am forgetting

- Maybe some *** you'll have to figure out on your own.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.0 [1/16/20]
Post by: taerkar on January 16, 2020, 07:25:16 PM
Getting this error with the new update while trying to create a new game.

Code
117861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to load Prism High-End Seller configuration defs!
Report this issue with your modlist.
java.lang.RuntimeException: Failed to load Prism High-End Seller configuration defs!
Report this issue with your modlist.
at exerelin.campaign.submarkets.PrismMarket.checkLoadFailure(PrismMarket.java:100)
at exerelin.campaign.submarkets.PrismMarket.init(PrismMarket.java:112)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinNewGameSetup.addPrismMarket(ExerelinNewGameSetup.java:121)
at exerelin.world.ExerelinNewGameSetup.generate(ExerelinNewGameSetup.java:235)
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.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["value"] is not a number.
at org.json.JSONObject.getDouble(JSONObject.java:451)
at exerelin.campaign.submarkets.PrismMarket.setupLists(PrismMarket.java:564)
at exerelin.campaign.submarkets.PrismMarket.<clinit>(PrismMarket.java:84)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
... 1 more

No error when I disable the mod and nothing else.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.0 [1/16/20]
Post by: Gwyvern on January 16, 2020, 07:57:19 PM
For the time being, removing "prism_blueprints_values" from "C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Legacy of Arkgneisis\data\config\prism" will fix the crash, I need to consult with Histidine as to why my blueprint cost csv is breaking Nexerelin
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.0 [1/16/20]
Post by: Gwyvern on January 16, 2020, 08:13:52 PM
Getting this error with the new update while trying to create a new game.

The download link has been updated with the proper fix.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.0 [1/16/20]
Post by: taerkar on January 16, 2020, 08:21:29 PM
edit: I see you updated. Works now.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.0 [1/16/20]
Post by: Gwyvern on January 17, 2020, 04:19:26 AM
A quick hotfix to 1.6.1 to adress a few minor issues that cropped up after release.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.2 [1/17/20]
Post by: Gwyvern on January 17, 2020, 04:45:22 PM
Another quick hotfix to 1.6.2, that should be all the bugs this time for real.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.2 [1/17/20]
Post by: Fire turtle on January 22, 2020, 10:11:29 PM
I downloaded the latest version on January 20, and an error occurred during the simulation battle with the king cruiser
Following is the log

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_BaseMissile.defaultInitialTargetingBehavior(loa_BaseMissile.java:175)
   at data.scripts.ai.loa_BaseMissile.<init>(loa_BaseMissile.java:143)
   at data.scripts.ai.loa_PDMissileAI.<init>(loa_PDMissileAI.java:23)
   at data.scripts.al_ArkgneisisModPlugin.pickMissileAI(al_ArkgneisisModPlugin.java:135)
   at com.fs.starfarer.launcher.ModManager$6.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getPriorityPlugin(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.pickMissileAIOverride(Unknown Source)
   at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.ifsuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.class.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.?00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.super(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.2 [1/17/20]
Post by: AxleMC131 on January 22, 2020, 11:07:31 PM
...
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_BaseMissile.defaultInitialTargetingBehavior(loa_BaseMissile.java:175)
...

Confusion in the new Point Defense missile trying to hit an MIRV (submunition or initial missile) would be my guess. ??? Always good fun.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.2 [1/17/20]
Post by: Gwyvern on January 23, 2020, 03:50:32 PM
Updating to 1.6.3

Includes a hotfix for the Can Missile that was causing the Needle missile to crash to desktop.

If the Needle missile still crashes, then another mod includes a MIRV missile that is improperly specced in its projectile file.

The update should be save-safe.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: RoquetheRogue on January 31, 2020, 04:38:10 PM
I was also getting reports and CTD of the MIRV missile bug, removing the mod fixed the issue, only happened when I saved the game  :'(

Which is very weird since I only recently got the mod, shortly after your fixes, do you have any idea what other mods, when paired with Legacy of Arkgneisis could be causing this?  I'm going to keep on trying your mod, see which one is causing this.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: Gwyvern on January 31, 2020, 06:34:05 PM
I was also getting reports and CTD of the MIRV missile bug, removing the mod fixed the issue, only happened when I saved the game  :'(

Which is very weird since I only recently got the mod, shortly after your fixes, do you have any idea what other mods, when paired with Legacy of Arkgneisis could be causing this?  I'm going to keep on trying your mod, see which one is causing this.

If you're experiencing an issue that seems to be fixed for most people, 9 times out of 10 the culprit is an improper install.

Completely delete the mod from your file structure and then re-download and extract it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: RoquetheRogue on January 31, 2020, 06:42:59 PM
I was also getting reports and CTD of the MIRV missile bug, removing the mod fixed the issue, only happened when I saved the game  :'(

Which is very weird since I only recently got the mod, shortly after your fixes, do you have any idea what other mods, when paired with Legacy of Arkgneisis could be causing this?  I'm going to keep on trying your mod, see which one is causing this.

If you're experiencing an issue that seems to be fixed for most people, 9 times out of 10 the culprit is an improper install.

Completely delete the mod from your file structure and then re-download and extract it.

I have no clue at what the actual F is going on anymore, I did your suggestion proper, played for about 30 mins, some absolutely weird bug happened that whenever I entered shops my mouse pointer would automatically select everything and proceed to purchase, I think some AI took control of my SS, I'll just make a error thread somewhere..


it has nothing to do with my mouse either, else I wouldn't be writing here.. Anyway..

Keep on keeping on.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: Sech on February 01, 2020, 11:12:47 PM
Can someone post version 1.4.2?
I need to roll my game back as I’d like to get an old save working.
Oddly enough, I can’t seem to locate a repository with all of the old versions, figured I’d be able to track down a git or something.

Anyway, I’d appreciate it.
Thanks.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: Gwyvern on February 04, 2020, 05:51:56 PM
Apologies but I don't keep an archive of old versions since supporting them would be more work than it's worth, and my latest legacy install of SS skips to 1.4.0, so you'll just have to hope someone else kept it around.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: crash7ds on February 08, 2020, 10:52:25 AM
Definitely a favorite of mine so far. Trying to do an ARS-only fleet run and they are pretty fun to field, even the frigs are dope. Whatever fit including a pair of tachyons on the BC is pretty nasty, so far scariest thing I've seen second only to a Paragon with four of them...and it's faster. My flagship's just melting small stuff and putting bigger ships to shame.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: Gwyvern on February 09, 2020, 05:34:05 PM
Definitely a favorite of mine so far. Trying to do an ARS-only fleet run and they are pretty fun to field, even the frigs are dope. Whatever fit including a pair of tachyons on the BC is pretty nasty, so far scariest thing I've seen second only to a Paragon with four of them...and it's faster. My flagship's just melting small stuff and putting bigger ships to shame.

I'm glad you're enjoying yourself! Though I have to wonder how many player skills are involved in making the Alastair such a beast, in AI duels it's pretty average on its own.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: crash7ds on February 09, 2020, 07:16:01 PM
True, I do have it on easy which, if I recall, buffs the player ships, so I'm admittedly not having as much trouble as I probably should. I also have a level 20 officer as it's captain...pretty sure that's helping make it more monster than not. I also started with it instead of the Apochee, so a lot of the early success is against ships with numorous D-mods. I am tempted to start *** off some of the core factions just to see how well it stacks against actual cruiser and cap fleets, but sadly it's my support that's really lacking right now and the source of my self-imposed danger. I can't use non-ARS ships, save for the Salvage Rig or maybe a freighter (haven't gotten a chance to get a Jameson yet). My Alistair is soloing pretty well now, but I know that will change once I start finding bigger threats. Don't get me wrong, I can believe the BC might not be able to stand up to another cap boat pound for pound on its own, it's more that mine has a couple tachyons and I dumped a lot of OP into beefing up it's flux tank so it can keep them fed for several bursts before needing to flush those tanks.

That does lead me to one question...do these ships have a blue print for them? I don't really want to have to grind up the standings with the mod faction so slowly just to be allowed to replenish my forces...not to mention they've already given many other factions the bird and effectively entering a state of war with most of the Core might not be a good thing with just one BC and a handful of non-coms. My best guess to getting access to more ships without going Dark Souls on the rest of the sector is colonization and manufacturing and would really hope you can.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
Post by: Gwyvern on February 10, 2020, 05:38:14 AM
At current the only two methods for obtaining blueprints for the ARS are by raiding their markets, or buying them off the military market. There's no reputation gate for the blueprints themselves since such a thing is impossible anyway, so as long as you have access to the military market, its just a matter of getting lucky enough to see the blueprints for sale.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on February 26, 2020, 09:03:44 PM
LOA 1.7.0 has been dropped.

This one -should- be safe for your saves, but as always, keep a backup of the old version just in case.

- the ARS now has a full suite of unique encounter and market music, credit to Apocalyptic Universe: https://www.youtube.com/channel/UC7eFegoi6Y-CIDTLbEMbLFQ

- New Fighter: Baron Gunboat. Equipped with 4 lighthouse turrets and a pair of slow-reload cone-launchers, this wing of 2 excels in duking it out with other strike craft, but can provide a small amount of supporting fire in a pinch.
(https://i.imgur.com/W69v8eo.gif)

- New Fighter: Jack Drone. Mounting a pair of rapid-fire electron repeaters, the Jack is a general-purpose, un-manned fighter craft with no particular strengths or weaknesses, outside its lack of a shield.
(https://i.imgur.com/hj6Ci5x.gif)

- Pellet cannon has had its flux-per-shot reduced to 2600 from 2800

- Society Riggers, the ARS "Commissioned Crews" hullmod, now provides a 25% reduction to the downtime of malfunctioned weapons and engines, in addition to its low-CR malfunction reduction being increased to 25% from 20%

- Fixed a bug whereby putting the Champion under AI control could cause certain visual effects to bug out.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: lgustavomp on February 27, 2020, 10:45:24 AM
Am I the only one who think the Alastair is severely underpowered?

- very low OP compared to vanilla battlecruisers. okok I know, she has the emp mine thing and siege cannon. The emp is cool against low techs but the siege cannon is not game changing enough to justify that little of OP available.
- battlecarrier lvl flux dissipation. I got lost there and don't know even what to say about it. Maybe give it at least 800? Please?
- mediocre defenses. The cruiser lvl armor/hull is justifiable by the lore but im my opinion the shield should be GOOD to compensate a bit. Maybe a 120º, so, if you're fighting too many missiles (especially hurricane MIRVS) and fighters you can slap ext. shields and front shield convert to get a decent coverage.

If she already has a strong and well defined identity/role, please tell me. Because I couldn't find it by myself. But anyway, here's a suggestion:

- 300 OP (onslaught has 360 and almost twice the armor/hull for the same DP)
- 800 dissipation (the best defense is a good offense, with her cruiser armor she'll need a good offense and a decent shield sustain)
- 120 degree shields and MAYYYBE a 0.9 dmg efficiency?
- take those 2 medium mounts in the center of the ship and turn then enough to hit targets in front. So you can mount more/better PDs (and she needs it) dedicating 3 medium and 2 large to offence and 2 medium do defense. Or go full rage with offensive weapons in a glass cannon stile. Like, i'm fragile, but try to face me head to head, 1v1, and I'll hit you with my 5 mediums and 2 large weapons.

I'd suggest to also remove one of the two fighter bays to balance things out, but she's already underpowered in my opinion, so screw it, I don't think it's needed. And slapping two of those monogram drones is really handy.

I really like this faction but I'm giving you all these criticism cause, at the first time I seen the alastair I knew she had a great potential. But to really feel it, I had to mod your mod.

So that is it.  I'd like to thank you for your time and amazing work.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on February 27, 2020, 04:34:52 PM
The primary strength of Exodus Initiative hulls is loadout design, if you're having problems with it I recommend experimenting around with weapon and hullmod combinations you don't normally use, generally you can kit a generalist like the Alastair out for any role, it just won't neccessarily be the best at that role.

I shouldn't have to state that a 50 speed battlecruiser shouldn't be able to stand face to face with the king of tank and spank.
(https://i.imgur.com/dhQstK1.png)

...And Win
(https://i.imgur.com/18sUgLt.png)

That is the release version, though I appreciate feedback, I feel your proposed upgrades, or any upgrades for that matter, would swiftly obsolete several capital ships in vanilla.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: lgustavomp on February 27, 2020, 05:07:47 PM
Yeah, that speed is absolutely cool. I wish a better AI in a future starsector update. I Can handle the alastair reasonably well when I'm the one piloting, even the unmoded (by myself) alastair. I see she struggling when the AI is in command. And for that I really could use some help.

I almost never user full assault, and even with some defend commands I see them fluxed out in the front lines, tanking shots instead of tactical retreating, using steady officers. I'm I doing something wrong? Maybe the 1200DP limit I use is too much for the AI to handle :C
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on February 27, 2020, 05:34:56 PM
Yeah, that speed is absolutely cool. I wish a better AI in a future starsector update. I Can handle the alastair reasonably well when I'm the one piloting, even the unmoded (by myself) alastair. I see she struggling when the AI is in command. And for that I really could use some help.

I almost never user full assault, and even with some defend commands I see them fluxed out in the front lines, tanking shots instead of tactical retreating, using steady officers. I'm I doing something wrong? Maybe the 1200DP limit I use is too much for the AI to handle :C

I do all my testing exclusively with the AI, as player skill is a factor that you cant really account for when balancing.

That said, 1200 battle size is *** huge I cant really say how that affects your experience but it certainly puts a lot more *** onto the field for any given AI to worry about.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: crash7ds on March 01, 2020, 07:13:12 PM
Just a heads-up, I tried to alter a start game (using Nexerelin, btw) to begin with a fleet of Colonial Initiative ships just for giggles and noticed that the Taath in particular seems to be bugged. When it's added to the player.json as one of the ships to start with, that same start option simply disappears as an option. Not sure why, but it does seem to show up okay in the variant editor, so I'm honestly stumped as to why campaigns seem to not like them. The only thing I haven't done yet at this point is reinstall my mod folder. All the other hidden ships work fine in this regard, just the Taath presents an issue. Are they just not finished or something?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on March 02, 2020, 12:51:32 AM
There's nothing fancy under the hood in regards to the Taath, Likely your specific implementation of the change is broken, unless ships that are hidden from the codex cant be added into Nex starts.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: crash7ds on March 02, 2020, 07:38:10 AM
That's what's strange; the other two hidden ships work just fine in this regard, even the Champion can be a starting ship. I may very well reinstall the mod and see if that helps, but it's no biggy either way. I was more concerned that the issue was with the mod itself and not something I had done, but it likely is something I had changed that is invalidating it. I've found that making personalized edits to file information in games like this is notoriously difficult to do without making a mistake somewhere and only one is needed to break things.

Edit: So, I did reinstall LoA using the current version, hoping to fix this bizarre issue and when that didn't help, I decided to poke around the variant files to see if something looked out of place. I may have just accidentally discovered the problem: in "loalt_taath_r_assault", which is the variant file, the variantId is listed as "loalt_taath_assault_r". When I corrected the variantId line, the start choice reappeared as expected. So the issue is that the variantId is misidentified with the "r" in the wrong spot. 
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on March 04, 2020, 04:55:48 PM
Fixed for the next release...whenever that is...

No rush to push it, since it doesn't seem to affect the campaign side of things, since I've had reports of people finding the Taath normally.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: HELMUT on March 20, 2020, 09:21:46 AM
I was curious what those cool blue ships could do, so i went for an ARS campaign and see for myself. My first attempt went pretty bad, the large fleet size start with Nexerelin put me in charge of a King cruiser and a few escort frigates. The king isn't a very good starter ship, and from my experience with this campaign, not a very good ship at all. I didn't knew what to expect from ARS ships, but i got unceremoniously trounced right off the bat.

Let's start again, from the beginning this time.

Nexerelin start with a single ship, a Reid this time. Now things went muuuuch better. The Reid is a fast skirmisher very similar to the Lasher. Its system "Electromagnetic Overload" give a speed boost as well as spawning some nearby EMP electric arcs, targeting missiles, fighters and other ships. A very powerful system coupled with a strong frigate make the Reid an ideal starter for this campaign.

And just like the Lasher, Safety Override turn it into a little devil of death and destruction. It doesn't quite have the damage potential of the Lasher, but EO (Electromagnetic Overload) adds much needed EMP and mobility to compensate for that. For a very long while, i kept the Reid as my flagship, it was perfect to hunt down other frigates and even some destroyers. One thing i liked to do with the Reid : ramming opponents. Not much for damage, but to isolate them from the rest of the fleet. Jump in, machines guns blazing to force the target to lower its shield, Electro Overload disabling its engine, it can then be pushed away from its allies to be safely finished.

It's strong, very strong, but at the same time, with nearly the same cost a Tempest, i expect something pretty damn good. For a good part of early game, my fleet was mainly build around a pack of Reid, roaming around the battlefield, hunting for anything left alone.

To that pack of predator was added a few Welsh class frigates. Their medium hybrid and built-in siege cannons made them a good choice for long-range fire support. It's not like they could do anything else, the Walsh (and pretty much any other ARS ship for that matter) is made of paper. Weak hull, weak armor, weak shield, weak flux stats, an ARS ship caught with its pants down is a dead ARS ship. And at 130 speed, it isn't even that fast either. The Walsh's system Omni Loader drastically increase its firepower, but also build hard-flux over time, and with its tiny flux capacity... Yeah, the Walsh is as safe to fly as a Talon, and my Walshes died in drove despite their long range loadouts.

My early game fleet also included a few Foxes frigates. Tiny, cheap, harmless, fragile (more so than a Kite!), the Fox was not very... Useful? With EO, it could increase its speed sufficiently to run away from nearly anything, but that's all. A slight frown of an enemy ship could instantly destroy it, and its reduced weapon package limited its use. For a wingman, the kite is cheaper and more useful thanks to its pair of missile mounts. Still, i managed to somewhat find a use for the Fox a bit later on in my campaign. I'm also playing the  Secrets of the Frontier mod (http://fractalsoftworks.com/forum/index.php?topic=15820.0) that add new combat objectives to capture during battle (it's also a pretty good mod, you should try it), this is where the Fox can shine. At only 3 DP, the Fox is an ideal candidate to quickly capture those new useful strategic points, i would then order then to sit on the edges of the map, ready to re-capture the objective if needed.

With my Reid pack doing a good job for early bounty hunting, i earned enough money to afford a few destroyers. My first one was a Thatcher, it didn't last long. The Thatcher is a light-destroyer, cheap, exceedingly fragile. On its own, even frigates will rip it apart, so don't even think about sending it against a Hammerhead. In theory, its Omni Loader give it decent firepower, in practice, it will overload itself in no time because of its inadequate flux stats. Okay, alright, i need something else.

My next destroyer addition was the Victoria. More expensive to field, but better in nearly every aspects compared to the Thatcher. Sadly, it share the same fragility common to most ARS ship, that made the Victoria a recurring causality during engagements. At least, it doesn't choke on its own flux so i got that going for me. The Victoria feels like an upsized Walsh, and as such feels more at home being a long range fire-support. Its weapon package is not very impressive, but its Structural Analyzer, identical to the Afflictor Entropy Amplifier, allow the rest of the fleet to deal 50% more damage, cementing further its status of support ship. Still, the Structural Analyser require the Victoria to get dangerously close to its target, and an ARS ship that gets into weapon range of the enemy rarely live long enough to tell the tale.

This is when i decided to get myself a bunch of Sherman frigates to keep my destroyers in one piece. Long story short, the Sherman is a blue Centurion and perform identically. It tanks hits with Damper Field and annoy the enemy by refusing to die. There's not much more to say about it, its doing its job.

At this point, i was entering mid-game and the pirates i was encountering started to field big guys. My Reids were still doing the heavy lifting, but their small mounts started to struggle against armoured destroyers and cruisers. Proper amount of dakka was required, and the Burke class destroyer eyed me with its large turret mount. I expected an ARS Sunder, i got a Mudskipper MK.III.

Spoiler
(https://i.imgur.com/DI43IwL.png)
[close]

Alright, i'm exaggerating a bit, but only a little bit. Granted, the Burke is a cheaper weapon platform than the Sunder, and its built-in Gravimetric Targeting Mast increase range by 40% compared to 20% for destroyers with ITU, and it got actually pretty good armor for an ARS ship. But it is slow, and its pitiful flux stats ensure it will overload at the slightest nudge on its shield. My Shermans were trying really hard to protect it, but slow as it is, it couldn't keep up with the rest of my fleet. ARS being a kitting faction, not being able to keep up with the rest of the pack is a death sentence. Still, i sorta managed to make the Burke work, armed with a Gauss cannon and a Converted Hangar, the Burke could sit sufficiently far from the frontline and do its work. Still, many Burkes were harmed in the making of this campaign.

One thing i did to help increase the survival rate of my Burke and the rest of the fleet was the addition of an Edith AWACS frigate. The sole purpose of the Edith is to boost the range of the fleet with its AWACS system, any ships in range can now shoot farther, and an ARS ship with a range advantage is one that survive. My Edith was outfitted with reinforced bulkhead, heavy armor, blastdoors... Anything to make it survive the engagement. Weapons? Nah, here's your AWACS thing, that's the only gun i'll allow you to have, and stay away from the frontline. There's no reason not to have at least one Edith, a fleet without one of those will fight on the same terms as the enemy, and the ARS can't do that. The built-in ECM Package and Nav Relay? Cool bonus too. It is a very expensive frigate to field though, 10 DP, as much as a Hammerhead, but the power multiplier is vastly greater than just one more destroyer in my opinion. I don't know by how much the AWACS does boost range though, is it a flat range bonus? Or a percentage?

One thing i was lacking so far was a proper carrier. The illusive Caswell was still out of stock, so i went for a Hawke drone carrier, a cruiser. I wasn't overly impressed by the Hawke, it did lack the firepower i desperately needed and its built-in drones weren't all that impressive either, although i haven't tested it for very long, so perhaps i missed something. Still, for 15 DP, i can't complain much, the Hawke is dirt cheap, surprisingly mobile, and its stats, while still inferiors to vanilla ships had to offer, weren't that inferiors. I mean, that thing, as unremarkable as it is, somehow managed to survive the entire campaign without exploding and i'm not sure why. Maybe it got an experimental stealth field that hide from both its enemies and its commander? Go figure. Still, the quest for more dakka continue.

Not much later, i finally got my hands on a Caswell carrier. I already had an idea of what it could do, and i was pretty happy to find one. The Caswell by itself is a fairly unremarkable destroyer sized carrier. What makes it interesting? Its mine launcher. Just like the Doom can spawn mines, the Caswell can deploy Flak mines on the battlefield. The flak mines aren't as powerful, but their large radius still make them a threat to anything with stripped armour. With my Reid, i loved to ram my enemy and push them into mines. A very good support addition to my fleet, one that i carefully guarded with Shermans as it appeared to be quite a rare ship in this campaign. I had hoped to find some much needed bombers to got with it, alas, there's no such a thing in the ARS roster. The Earl strike fighter somewhat fits the bill, but it wasn't even close to what i needed to breach heavy armour.

At this point i pushed my luck a bit too far, and committed the risky endeavour of engaging a pirate bounty with a capital ship. The enemy flagship was a Renegade battlecruiser from SWP. Not that much of a threat by itself, but given my cruel lack of firepower, engaging that thing was a reckless move. After a long and gruesome battle, i managed to bring the beast down and retreat the rest of my CR starved fleet. Assassinating the enemy's flagship then retreating became a recurring thing in my mid-game campaign, since i had no way of taking on several heavily armoured vessels. In the case of the Renegade, i was lucky to have a few Hyperwave Transmitter objectives on the battlefield thanks to Secrets of the Frontier. Hyperwave Transmitter, when captured, can call in allied derelicts or remnant ships to help. A derelict craft isn't much, but when everything is suffering from low CR malfunctions, a triple chaingun Berseker suddenly become much more terrifying. That battlecruiser, EMP'd by my Reids, didn't saw it coming.

After this long and exhausting battle, i Hyperwarp jumped (https://fractalsoftworks.com/forum/index.php?topic=17157.0) straight into an Hegemony invasion fleet. Oops.

Alright, back to (almost) scratch.

Fortunately for me, the RNG blessed me with plenty good ships. One of the those is the Osmond. An expensive, but powerful heavy destroyer, one with a large turret, i needed that. The Osmond is not only a pretty decent frontliner, it's also a formidable support ship. What really distinguish the Osmond is that it's also a minelayer, it can deploy EMP mines to spread chaos. Because the RNG was very generous this time around, i got several Osmonds available, meaning a lot of mines, meaning a lot of chaos.

Spoiler
(https://i.imgur.com/ubRrWni.png)
No engine is safe.
[close]

Sadly, it also mean a lot of friendly fire, especially for my Reids that were operating behind the enemy. Still, with the Osmond, my campaign strategy for ARS started to form. I'm going to make a deathball. A compact formation of destroyers shielding my carriers and my Edith, shelling the enemy from afar, and punishing any aggression with a barrage of mines. In some aspect, ARS is very similar to old school Interstellar Imperium, but without the armour. Stay in formation, punish anything that comes too close, and slowly grind the enemy to pulp. I was also playing with the commissioned crew mod. It does adds bonus depending on the faction the player is affiliated to, in this case, Society Riggers for ARS ships, which reduce the amount of low CR malfunction, and repair them faster. Given the endurance, defensive playstyle i'm planning to do, CR is going to be an issue, and this will thankfully reduce the effect.

With those new ships, i also got myself a King cruiser. I saw the large turret and thought "yeah, that's gonna be useful". Unfortunately for me, it also got Omni Loader, which is very good to increase the firepower, but very bad for survival. Every time i looked at it in battle, the King was perpetually overflowing with flux, unable to do anything. I though that maybe the weapons i gave it were too flux intensive for it? Nope, Hellbore, autocannons, point defenses... And just like every ships cursed with Omni Loader, it died, a lot. Perhaps with further testing i could have made it work, but at this point i didn't bothered, and did set my sights on something new and shinier.

No long after forming my new fleet, i had the chance to get myself a Macnamara heavy cruiser. My quest for dakka is finally being rewarded! Take a Reid, give it enough sun, water it regularly, and one day, it will grow into a Macnamara, the highlight of the ARS fleet. Its little cousin, the Reid, eat frigates for breakfast. The Mac prefer instead a cruiser and destroyer based diet, and sometimes an occasional capital ship with some proper flanking manoeuvres. Its large array of medium turrets allows it many potential builds, but really, the Macnamara shines when its build as a Skirmisher just like the Reid. Chainguns and Safety Override turns it into a fast brute that can rampage through the enemy's rear line, or frontline, or anywhere really. Well, maybe not in front of that Onslaught then. Also, be careful of those Salamanders, as the Mac's engines are extremely vulnerable to flameout. Every times i got caught, it was because of a sudden flameout.

I haven't tested the Lyon a lot. Its unimpressive weapon package and Magnetized Plating (damper field) didn't quite fit in my new combat doctrine. Still, i got one of those out of curiosity. It is certainly pretty difficult to take down, but at this point, if the enemy was on me, it meant i was doing something very wrong. Perhaps i'm judging wrongly the Lyon, and probably should see it primarily as a carrier than can somewhat fight rather than a proper combat cruiser. Unfortunately, it eventually died, and i didn't bothered to replace it and test it further.

Finally, as i was now well into late game, i got my hands on the big boy, the Alastair battlecruiser. The Alastair isn't a bruiser like the Onslaught, nor an artillery powerhouse like the Conquest, neither an oversized skirmisher like the Odyssey, it's not quite like the Legion as well. Let's call it a souped up Osmond, a decent frontliner and a very good support ship. Like the Osmond, it can spawn EMP mines, disrupting the enemy's fleet. Its weapon package is also notably upgraded, and it got some fighters too. All in all, the Alastaire would become the ideal anchor for my deathball. By the way, did i mentioned i fell in love the Heavy Plasma Driver? It fits so well on the Alastair, on the Osmond too. Its armor penetration isn't all that great, but the long range, hitscan rapid ROF with pinpoint accuracy make it perfect for taking potshots at anything that lower its shield. A single Plasma driver won't do much, but a whole fleet with those? The punishment for getting in range is immediate and merciless. Perfect for a deathball.

Spoiler
(https://i.imgur.com/ZE3A4bW.png)
Pew pew
[close]

Plasma drivers won't go through some of the heavily protected brutes i was encountering though. But for those, i had an answer too. Those two flight decks on the Alastair i didn't knew how to use? Let's put some Cobras in those, and unleash them when the enemy is helplessly paralysed by the EMP mine spam. I could get surprisingly far into the game with this tactic. Only the super long range monsters (Siegfrieds, Paragons...) were giving me trouble, the deathball does not work when the enemy can shoot farther than me!

In the end, that was a pretty fun campaign. Early game is extremely rough without a Reid, and from my experience, it's better to stick with a bunch of fast frigates (Only Reids, really) for early game with the ARS. Unlike vanilla or other mod factions, upgrading to destroyers as quickly as possible is a mistake here, as the bigger ships only begin to show their qualities when part of a large fleet. It's pretty contre-intuitive, and further add to the difficulty of playing the faction. Yeah, it's a difficult faction to play with, a bit like ORA or SCY, where early game is extremely unforgiving. Perhaps the thread's OP should have written in big red letters "Glass cannons, handle with care".

There's just a few outliers like the Thatcher and Burke that feels off, i couldn't make them work properly. Also Omni Loader that felt like a death trap in battle. Haven't looked in depth into the fighters. The Jack drones were what i used the most, since they were plentiful and i liked their ability to spam rockets. The Duke gunboats too were pretty good as long range fire support. Others like the Monodrone however, could have been deprived of weapons and they would still be as useful as they currently are. I guess they do cost 0 OPs to mount though.

Oh also, i "accidentally" scrapped the Champion. I feel i shouldn't have done that.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on March 20, 2020, 05:52:35 PM
Oh hey HELMUT I thought you were dead :V
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Igncom1 on March 29, 2020, 04:45:42 AM
HELMUT dodges the grim reaper like he dodges remnant battle-stations.  ;D
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Usinaru on April 04, 2020, 03:24:54 AM
@Gwyvern

I have found the champion, and started getting the blueprints from it. However, after I clicked to learn them, I am not getting the new weapons like warpshot deliverer or electrostatic autocannon. They are nowhere to be seen on the production tab. Why is that? I am using Legacy of Arkgneisis 1.7
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on April 04, 2020, 03:40:18 AM
@Gwyvern

I have found the champion, and started getting the blueprints from it. However, after I clicked to learn them, I am not getting the new weapons like warpshot deliverer or electrostatic autocannon. They are nowhere to be seen on the production tab. Why is that? I am using Legacy of Arkgneisis 1.7

I don't suppose you could show me a list of mods you have installed?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Usinaru on April 04, 2020, 03:49:46 AM
oh but of course !

Another portrait pack (v1.2)
Audio plus (v1.1.1)
Autosave(v1.1)
Combat Chatter(V1.9.2d)
Console Commands(v3.0 WIP 7.6)
Diable Avionics(v.2.0.4)
Foundation of Borken(v 0.2.4-RC3 vs v0.2.3-RC1)
Graphicslib(v1.4.1)
Interstellar Imperium( v2.1.2)
Kadur Remnant(v3.1.2)
Lazylib(v2.4f)
Legacy of Arkgneisis (v1.7)
Magic Lib (v0.2.8 )
Neutrino Corporation(V1.86RC3)
Outer Rim Alliance( v.0.8.7)
Portrait Pack(v1.5 vs  v1.4)
Scy Nation (v1.5.8RC4)
Seeker(v0.3dev1)
Ship/Weapon Pack (v1.10.5)
SkilledUp(v1.1)
SpeedUp(v0.6)
Unknown Skies(V0.4.2)
Upgraded Rotaries(v1.4.1)
Vayra's Sector(v3.1.5)
Vayra's Ship pack(v1.1.4)
Nexerelin(v0.9.6b )
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on April 04, 2020, 03:58:18 AM
oh but of course !

Another portrait pack (v1.2)
Audio plus (v1.1.1)
Autosave(v1.1)
Combat Chatter(V1.9.2d)
Console Commands(v3.0 WIP 7.6)
Diable Avionics(v.2.0.4)
Foundation of Borken(v 0.2.4-RC3 vs v0.2.3-RC1)
Graphicslib(v1.4.1)
Interstellar Imperium( v2.1.2)
Kadur Remnant(v3.1.2)
Lazylib(v2.4f)
Legacy of Arkgneisis (v1.7)
Magic Lib (v0.2.8 )
Neutrino Corporation(V1.86RC3)
Outer Rim Alliance( v.0.8.7)
Portrait Pack(v1.5 vs  v1.4)
Scy Nation (v1.5.8RC4)
Seeker(v0.3dev1)
Ship/Weapon Pack (v1.10.5)
SkilledUp(v1.1)
SpeedUp(v0.6)
Unknown Skies(V0.4.2)
Upgraded Rotaries(v1.4.1)
Vayra's Sector(v3.1.5)
Vayra's Ship pack(v1.1.4)
Nexerelin(v0.9.6b )

When consulting with someone else I was informed of the following:

When you unlock a hullmod with new design type, it doesn't show up the list unless you press "all" in design type listing 2 times
iirc, same applies to ships, fighters and weaponry


Make sure you've tried that.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Usinaru on April 04, 2020, 04:04:39 AM
Oh my Lord... I am a dumb*ss. I tried that, and " salvation initiative " types were not clicked on. I feel like a total idiot.
Thank you for taking the time, to teach this noob ( that plays for 400h+) a new thing.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Usinaru on April 04, 2020, 04:05:33 AM
Also, thank you for this amazing mod. Really liking it so far !
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: grinningsphinx on April 07, 2020, 01:05:52 PM
Jack Combat Drones have crew, despite being listed as drones and despite the description referring to them as being entirely unmanned.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on April 07, 2020, 04:14:46 PM
Jack Combat Drones have crew, despite being listed as drones and despite the description referring to them as being entirely unmanned.

I know, it will be fixed whenever the next update happens, if you cant wait for that, go into ships.csv and change their crew amount to 0.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: auhamas on April 17, 2020, 04:23:49 AM
not sure if its just me but i dont see a use for the alastair.

the emp mines are well a bit meh they rarely come into effect,its not fast, its poorly armoured for a capital, its undergunned, flux is terrible, op is a bit low and the siege cannon is very underwhelming.

again it could just be me but i find more use and more effectiveness from lyons and macnamara cruisers then the alastair
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gezzaman on April 17, 2020, 04:43:28 AM
I agree with the alastair being under powered.

When the mines hit, it is great on frigates and smaller prey, but does so little to cruisers and above ( plus RNG if the mines even hit)

Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Igncom1 on April 17, 2020, 08:17:02 AM
That can be a good thing though for thematics. The raiding society probably shouldn't be duking it out with hegemonic battleships or at least not for long.

So being better suited to raiding supply lines and the like with a capital built for that purpose almost seems fitting.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: auhamas on April 17, 2020, 02:05:07 PM
That can be a good thing though for thematics. The raiding society probably shouldn't be duking it out with hegemonic battleships or at least not for long.

So being better suited to raiding supply lines and the like with a capital built for that purpose almost seems fitting.

But then whats the incentive to get the alastair instead of the macnamara king or lyons all of which can go toe to toe with their class equivalents and maybe even higher. The mines are an interesting gimic but not for a ship so flux dependant as alastair. The osmond can utilize this due to it being quite fast and placing those mines is both easier and more suited to the ship. The alastair has a siege cannon and those mines... well the mines will either do very little or nothing at all due to them being so easily destroyed by point defense, and the siege cannon shell gets destroyed 90% of the time and when it hits its just ok.

Macnamara for example is the quintessential gunship/flanker type. Get rapid firing weapons for shields and armor with some anti engine missiles and this ship will both outrun and outgun anything it comes across. With proper manuevering you can run laps around the bigger capitals and shred them to bits over time.

The lyons is a durable assault platform. the siege cannon albeit underwhelming feels more suited to the lyons. it also has magnetic plating, high armor and quite decent hull, plus 2 fighter slots. The lyons is both durable and dificult to attack adding long range weapons and whatever mods you can to further increase that and a couple lyons will tear anything apart before they even know what hit them.

The king is the berserker, add heavy hitting weapons with anti shield missiles (the emp sabot missiles for example) and it will absolutely decimat anything on the oposite end with or without using its omniloader skill.

Even the hawke has more uses since its an allrounder with free drones, want a missile ship sure, LR support sure, close range brawler, well there are better options but yes technically it can, hell you can make it full blown support with nav support and ecm support due to the generous OP the hawke gets.

With all these ships that have their uses and being as effective as they are theres little to no reason to get the alastair. There are simply more and better options.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Igncom1 on April 18, 2020, 01:29:02 AM
I haven't played a more recent version, so I can't speak to the specific balance that there is now.

But the Alastair is still the bigger gunboat, so while it might not be winning brawling matches with battleships, on a single ship it is the best the society have to offer.

A combined fleet of specialists can outmode it, yes, but never on a one to one basis as the Alastair is still better then any of the smaller ships.

I will admit that it's siege cannon is basically non-existent as in the older versions I never found it to hit it's mark at all. The emp mines however, while deal-able with PD, which is necessary as otherwise it would be hell, are still VERY powerful when they hit their mark.

It's a proper battle-cruiser in which it beats down on smaller ships like none of the other cruisers can, but it's certainly not a battleship. It's not really built to be a proper anti-capital ship craft, so you need to rely on asymmetrical tactics or carriers to fill that role.

But this is an opinion piece from an older version of the mod, so I could be way off in multiple ways.  ;D
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: auhamas on April 18, 2020, 06:20:32 AM
I haven't played a more recent version, so I can't speak to the specific balance that there is now.

But the Alastair is still the bigger gunboat, so while it might not be winning brawling matches with battleships, on a single ship it is the best the society have to offer.

A combined fleet of specialists can outmode it, yes, but never on a one to one basis as the Alastair is still better then any of the smaller ships.

I will admit that it's siege cannon is basically non-existent as in the older versions I never found it to hit it's mark at all. The emp mines however, while deal-able with PD, which is necessary as otherwise it would be hell, are still VERY powerful when they hit their mark.

It's a proper battle-cruiser in which it beats down on smaller ships like none of the other cruisers can, but it's certainly not a battleship. It's not really built to be a proper anti-capital ship craft, so you need to rely on asymmetrical tactics or carriers to fill that role.

But this is an opinion piece from an older version of the mod, so I could be way off in multiple ways.  ;D

yeah i mostly agree with you that its a bigger badder gunship type ship. But heres the thing while it might be able to beat other cruisers 1 on 1, the macnamara already does that since cruiser on cruiser combat is largely decided by volume of fire. Can the alastair field more guns - yes clearly, but most if not all cruisers will simply skirt back vent and come back in while the alastair is too far away. and at the end of the day theres very few to no chances of getting a 1 on 1 fight so i cant quite say that the alastair can even beat cruisers 1 on 1 and if the enemy fields battleships youll have to rely on outnumbering since you wont have the ships that can go toe to toe with a battleship.

i just dont see much reason to use the alastair over any other ship. Considering the cost, utility, maintenance i just dont see the alastair as being a worthy addition to a fleet over an additional cruiser.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Igncom1 on April 18, 2020, 06:52:03 AM
I haven't played a more recent version, so I can't speak to the specific balance that there is now.

But the Alastair is still the bigger gunboat, so while it might not be winning brawling matches with battleships, on a single ship it is the best the society have to offer.

A combined fleet of specialists can outmode it, yes, but never on a one to one basis as the Alastair is still better then any of the smaller ships.

I will admit that it's siege cannon is basically non-existent as in the older versions I never found it to hit it's mark at all. The emp mines however, while deal-able with PD, which is necessary as otherwise it would be hell, are still VERY powerful when they hit their mark.

It's a proper battle-cruiser in which it beats down on smaller ships like none of the other cruisers can, but it's certainly not a battleship. It's not really built to be a proper anti-capital ship craft, so you need to rely on asymmetrical tactics or carriers to fill that role.

But this is an opinion piece from an older version of the mod, so I could be way off in multiple ways.  ;D

yeah i mostly agree with you that its a bigger badder gunship type ship. But heres the thing while it might be able to beat other cruisers 1 on 1, the macnamara already does that since cruiser on cruiser combat is largely decided by volume of fire. Can the alastair field more guns - yes clearly, but most if not all cruisers will simply skirt back vent and come back in while the alastair is too far away. and at the end of the day theres very few to no chances of getting a 1 on 1 fight so i cant quite say that the alastair can even beat cruisers 1 on 1 and if the enemy fields battleships youll have to rely on outnumbering since you wont have the ships that can go toe to toe with a battleship.

i just dont see much reason to use the alastair over any other ship. Considering the cost, utility, maintenance i just dont see the alastair as being a worthy addition to a fleet over an additional cruiser.

Yeah that's more then fair, as is possibly a good thing in my opinion. Perhaps their capitals really aren't worth the cost in using them which does kinda match their modus operandi as being a group of raiders rather then a stand up state like the Persian league.

Not that I am against making them more powerful as their built in missile? siege gun is really forgettable when compared to other built in weapons like the onslaughts. When it should be the defining part of the ship alongside the emp mine thing.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: auhamas on April 18, 2020, 12:50:53 PM
Honestly if the siege cannon wasnt a missile id at the very least consider it as it is right now it dies to the most basic of PD weapons
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on April 18, 2020, 03:54:40 PM
not sure if its just me but i dont see a use for the alastair.

It is just you to be honest, the Alastair is fine. With a proper loadout it can easily go toe to toe with something like a Conquest, just don't expect it to be able to out-face-punch something like an Onslaught, that would be silly if it could.

The trick is that it isn't a gunship. It is a heavy cruiser and a light carrier in a small, capital-sized hull with a disruptive subsystem to tie the package together, if you undersell any of these aspects of the ship in your loadout or how you fly it, you will find it lacking compared to its contemporaries.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: auhamas on April 19, 2020, 08:32:31 AM
not sure if its just me but i dont see a use for the alastair.

It is just you to be honest, the Alastair is fine. With a proper loadout it can easily go toe to toe with something like a Conquest, just don't expect it to be able to out-face-punch something like an Onslaught, that would be silly if it could.

The trick is that it isn't a gunship. It is a heavy cruiser and a light carrier in a small, capital-sized hull with a disruptive subsystem to tie the package together, if you undersell any of these aspects of the ship in your loadout or how you fly it, you will find it lacking compared to its contemporaries.

it barely has enough flux cap and flux disipation to support itself let alone shield against anything, the siege cannon doesnt play a role in this ship, the mines get destroyed by even the most basic of PD weapons. As i wrote previously a 1 on 1 situation almost never happens, this is a fleet vs fleet combat game and the alastair even with the mines contributes little to nothing. It costs more to upkeep and deploy then a cruiser but is barely better then a macnamara or king in dps or lyons and hawke in support.

i dont expect it to be able to topple onslaughts or conquests if it can provide smth synergistic to the fleet. Yet it cant maintain combat vs battleships and it doesnt contribute much to the fleet.

having a heavy cruiser for the cost of a battleship with the flux stats of a cruiser is not a selling point, the mines whether you use them properly or not do not add much value to the purchase. Id rather buy a n osmond or two and get the same effect from the mines while having more manueverable ships.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: WesternFail on April 19, 2020, 08:52:36 AM
not sure if its just me but i dont see a use for the alastair.

It is just you to be honest, the Alastair is fine. With a proper loadout it can easily go toe to toe with something like a Conquest, just don't expect it to be able to out-face-punch something like an Onslaught, that would be silly if it could.

The trick is that it isn't a gunship. It is a heavy cruiser and a light carrier in a small, capital-sized hull with a disruptive subsystem to tie the package together, if you undersell any of these aspects of the ship in your loadout or how you fly it, you will find it lacking compared to its contemporaries.

it barely has enough flux cap and flux disipation to support itself let alone shield against anything, the siege cannon doesnt play a role in this ship, the mines get destroyed by even the most basic of PD weapons. As i wrote previously a 1 on 1 situation almost never happens, this is a fleet vs fleet combat game and the alastair even with the mines contributes little to nothing. It costs more to upkeep and deploy then a cruiser but is barely better then a macnamara or king in dps or lyons and hawke in support.

i dont expect it to be able to topple onslaughts or conquests if it can provide smth synergistic to the fleet. Yet it cant maintain combat vs battleships and it doesnt contribute much to the fleet.

having a heavy cruiser for the cost of a battleship with the flux stats of a cruiser is not a selling point, the mines whether you use them properly or not do not add much value to the purchase. Id rather buy a n osmond or two and get the same effect from the mines while having more manueverable ships.

You are clearing building or using your Alastor in some weird way, in my experience it is a solid capital ship that is perfectly capable of pulling its own weight even against other capitals, and performs very well in a fleet setting. It brings plenty to the field while not being as expensive as other capital ships, it is just a solid ship.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Kaykat on April 19, 2020, 11:50:48 PM
If it's not good in your eyes and as you say, the Macnamara/King and Lyons/Hawke are better for the specific roles that the Alastair is trying to cover all at once, then just use those ships, no harm done. And if the Alastair is that important you can always go to the .csv files and change the flux cap and dis to your liking. Same with the weapons too; balance things the way you want them to be, it's your game.

You're getting really heated for something you can always change yourself with 0 repercussions and almost no time spent.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: auhamas on April 20, 2020, 03:42:39 AM
If it's not good in your eyes and as you say, the Macnamara/King and Lyons/Hawke are better for the specific roles that the Alastair is trying to cover all at once, then just use those ships, no harm done. And if the Alastair is that important you can always go to the .csv files and change the flux cap and dis to your liking. Same with the weapons too; balance things the way you want them to be, it's your game.

You're getting really heated for something you can always change yourself with 0 repercussions and almost no time spent.

im not getting heated at all im just not getting any arguements why the alastair is in any sense a better adition then another cruiser. Thats all.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Igncom1 on April 20, 2020, 03:58:08 AM
Well 2 specialised cruisers are better then one generalist capital. Until you hit the vanilla ship limit of 30, then you might want to consolidate your warships into fewer slots. One capital is better then one cruiser, but not if you have the space for two cruisers.

It's more of a preference problem as I see it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: auhamas on April 20, 2020, 07:50:17 AM
Well 2 specialised cruisers are better then one generalist capital. Until you hit the vanilla ship limit of 30, then you might want to consolidate your warships into fewer slots. One capital is better then one cruiser, but not if you have the space for two cruisers.

It's more of a preference problem as I see it.

ahhh in this circumstance it would make sense, i admit ive never reached the 30 ship limit due to never really needing that many ships
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Igncom1 on April 20, 2020, 07:54:32 AM
Lol fair, 30 is primarily what I operate at. And that's with 10 slots dedicated to support ships! (I mostly play with around 4 capital ships and they need help getting around the sector.)
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Kwbr on May 03, 2020, 07:53:50 PM
some variant of the lighthouse pd seems to be dropping as loot. not sure what the circumstances were, only just noticed it

Spoiler
(http://puu.sh/FFXwe/a9f1fb6a11.jpg)
[close]
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on May 04, 2020, 05:16:53 AM
some variant of the lighthouse pd seems to be dropping as loot. not sure what the circumstances were, only just noticed it

Spoiler
(http://puu.sh/FFXwe/a9f1fb6a11.jpg)
[close]

Known bug, fixed in dev.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Unnamed_Shadow on May 11, 2020, 05:59:52 AM
Having watched Nemo's Tiandong Campaign has made me fall in love with Bongos and now they are my favorite PD weapon.

TBH i haven't really played a Campaign with them. But i love all the weapons this mod adds. They can create some insane synergies with other mod weapons that so far no other mod offers.

In fact i didn't even knew the weapons were from this mod since they have Exodus Initiative, so i had to dig around and see which mod brought those weapons.

I literally have turned garbage D-modded junks into some pretty decent ships with this mod weapons and the versatility they bring when combining them with other weapons.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: ctuncks on May 11, 2020, 11:48:15 AM
Out of interest is there anyway to hire the society to carry out raids on other factions? I occasionally get alerts that other factions seem to do this to each other.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
Post by: Gwyvern on May 11, 2020, 03:42:24 PM
Out of interest is there anyway to hire the society to carry out raids on other factions? I occasionally get alerts that other factions seem to do this to each other.

This would be nice to do eventually but pulling it off isn't going to be easy and i've got a lot going on right now so it will have to wait.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: Gwyvern on May 11, 2020, 05:36:29 PM
Legacy of Arkgneisis v1.7.1 is out

This is just a collection of minor tweaks and fixes that have accumulated over the months.

- Jack drones no longer require crew.

- The fighter version of the lighthouse should no longer drop during normal play.

- Osmond heavy destroyer DP/Maintenance increased to 14 from 13.

- Jameson freighter DP/Maintenance increased to 13 from 12.

- Macnamara heavy cruiser DP/Maintenance increased to 27 from 25.

- All ships, wings, and weapons credit costs adjusted.

- Some changes to REDACTED content.

- Readouts fixed for various ship systems.

- Walsh, Thatcher, and King had minor adjustments to flux capacity.

- Omniloader now reduces the flux cost of projectile weapons by 50%, beams no longer see an increase in flux use, hardflux generation while the system is active increased to 4% of base cap from 3%.

- The Vass (By Nicke535) added to the list of invalid raid targets for Society war declarations.

- Probably some other minor *** I'm forgetting.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: eidolad on May 13, 2020, 09:26:48 AM
big UP this has over time become a required mod for me
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: Gwyvern on May 13, 2020, 06:40:48 PM
 
big UP this has over time become a required mod for me

 ;D
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: FranzDenKaiser on May 27, 2020, 09:22:04 PM
Quick question about the Champion, I kept it around and loaded all the weapons system blueprints off of it, but there’s no more prompts except for a message telling me that I have taken all of the possible blueprints you can get from the ship. I can restore it, but I’m wondering if there’s some sort of event that occurs with the ship so that I should not. This is specifically because I doubt the secret flagship you pull up from the void would have something as basic as flare launchers as it’s special ability, and it’s description says it can phase but it has an omni-shield as a defensive drive. Do I need to store it, is there an event that hasn’t fired, us there something wrong with my game? Also I like the implication as the ship has the same faction identification (ISS) as the fleet you play as during the Alistair’s Folly mission.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: Gwyvern on May 28, 2020, 06:06:47 AM
Quick question about the Champion, I kept it around and loaded all the weapons system blueprints off of it, but there’s no more prompts except for a message telling me that I have taken all of the possible blueprints you can get from the ship. I can restore it, but I’m wondering if there’s some sort of event that occurs with the ship so that I should not. This is specifically because I doubt the secret flagship you pull up from the void would have something as basic as flare launchers as it’s special ability, and it’s description says it can phase but it has an omni-shield as a defensive drive. Do I need to store it, is there an event that hasn’t fired, us there something wrong with my game? Also I like the implication as the ship has the same faction identification (ISS) as the fleet you play as during the Alistair’s Folly mission.

There's no event, restoring it fixes everything.

everything
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: Fusoya on July 31, 2020, 04:36:17 PM
This happened when I was in hyperspace.

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [al_king] variant [al_king_elite]: slot id [WS0016] not found for weapon [al_bullpup]
java.lang.RuntimeException: Ship hull [al_king] variant [al_king_elite]: slot id [WS0016] not found for weapon [al_bullpup]
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: Gwyvern on July 31, 2020, 05:39:18 PM
This happened when I was in hyperspace.

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [al_king] variant [al_king_elite]: slot id [WS0016] not found for weapon [al_bullpup]
java.lang.RuntimeException: Ship hull [al_king] variant [al_king_elite]: slot id [WS0016] not found for weapon [al_bullpup]

Delete the mod from your directory entirely then redownload and install the mod.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: Fusoya on July 31, 2020, 06:48:27 PM
When trying to load the save. Start a new game? Appreciate the quick replies!

com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.RuntimeException
cause-message       : Ship hull spec [al_king] not found!
method              : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class               : com.fs.starfarer.loading.specs.HullVariantSpec
required-type       : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 266224
class[1]            : com.fs.starfarer.campaign.fleet.FleetMember
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.util.CollectionView
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : com.fs.starfarer.campaign.CharacterStats
class[7]            : com.fs.starfarer.rpg.Person
class[8]            : com.fs.starfarer.campaign.econ.Market
class[9]            : com.fs.starfarer.loading.specs.FactionProduction
class[10]           : com.fs.starfarer.campaign.Faction
class[11]           : com.fs.starfarer.campaign.econ.Submarket
class[12]           : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[13]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[14]           : com.fs.starfarer.campaign.econ.reach.MainWorkTask2
class[15]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[16]           : com.fs.starfarer.campaign.econ.Economy
class[17]           : com.fs.starfarer.campaign.CampaignPlanet
class[18]           : com.fs.util.container.repo.ObjectRepository
class[19]           : com.fs.starfarer.campaign.StarSystem
class[20]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[21]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[22]           : com.fs.starfarer.campaign.Hyperspace
class[23]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: Gwyvern on August 01, 2020, 03:06:42 AM
When trying to load the save. Start a new game? Appreciate the quick replies!

com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.RuntimeException
cause-message       : Ship hull spec [al_king] not found!
method              : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class               : com.fs.starfarer.loading.specs.HullVariantSpec
required-type       : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 266224
class[1]            : com.fs.starfarer.campaign.fleet.FleetMember
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.util.CollectionView
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : com.fs.starfarer.campaign.CharacterStats
class[7]            : com.fs.starfarer.rpg.Person
class[8]            : com.fs.starfarer.campaign.econ.Market
class[9]            : com.fs.starfarer.loading.specs.FactionProduction
class[10]           : com.fs.starfarer.campaign.Faction
class[11]           : com.fs.starfarer.campaign.econ.Submarket
class[12]           : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[13]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[14]           : com.fs.starfarer.campaign.econ.reach.MainWorkTask2
class[15]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[16]           : com.fs.starfarer.campaign.econ.Economy
class[17]           : com.fs.starfarer.campaign.CampaignPlanet
class[18]           : com.fs.util.container.repo.ObjectRepository
class[19]           : com.fs.starfarer.campaign.StarSystem
class[20]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[21]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[22]           : com.fs.starfarer.campaign.Hyperspace
class[23]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available

Oh lord, how long has it been since you *properly* updated a mod? the ID for the king has not had an al_ prefix in a very VERY long time.

This is why you always always ALWAYS delete a mod entirely before updating it.

You can try deleting your mission saves just in case an old variant is still kicking around in there, if that doesn't fix your save then i'm afraid its irrevocably broken, and time for a new one.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
Post by: Fusoya on August 01, 2020, 12:06:35 PM
Noted, and no worries. Thank you.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.0 [8/26/20]
Post by: Gwyvern on August 26, 2020, 05:04:48 AM
LEGACY OF ARKGNEISIS v1.8.0 EXISTS NOW

This update probably isn't save safe, but I don't know that for sure.

Sorry for the delay, work has kept me far too busy for my liking, and unfortunately seems like it will continue to do so for the forseeable future, that said, this is a fairly large update compared to what was initially just going to be a post-torunament balance pass, I'm fairly excited because for the first time ever, my tests aren't full of anomalies and the ships feel pretty good while the faction's overall performance is nominal, have a change log!

- Reworked hull credit costs across the entire ARS

- Modulated Injector has been removed

- In its place, Flooded Injectors has been added, functioning as an alternative to Safety Overrides specifically tuned for ARS hulls which should in theory open up the possibility of running viable, short-range builds.

- Omni Loader now properly halves the flux cost for most weapons (Before It did not, oops)

- Omni Loader AI tweaks should lead to fewer instances of ships fluxing themselves out for no reason.

- Osmond DP/Maint reduced to 13/13 from 14/14

- Macnamara DP/Maint reduced to 25/25 from 27/27

- Alastair base speed increased to 55 from 50

- King Base Speed increased to 65 from 60

- King Flux Capacity Reduced to 9000 from 10000

- Walsh Flux dissipation reduced to 120 from 125

- Walsh DP/Maint increased to 6/6 from 5/5

- Sherman hull raised to 2250 from 2000

- Sherman armor raised to 600 from 500

- Burke's subsystem no longer requires flux to activate

- Lyons DP/Maint increased to 22/22 from 20/20

- Alastair's Web activation cost reduced by 50% for both ships that use it

- Added the Mossaic class torpedo, an armor cracking missile with unpredictable homing and a wide area of effect

- Siege Cannons now use the warhead behavior of the new Mosaic class Torpedo

- Siege Cannons cooldown raised to 25s from 20s

- Heavy Electron Rifle flux/shot reduced to 600 from 800

- Renamed EM Spear to Shield Pike

- Renamed EM Pike to Shield Lance

- Both of the above have been reworked into damage-dealing energy weapons with a secondary EMP component, and tachyon-style shield piercing.

- Rod MRM Damage reduced to 160 from 200

- Reworked Incendiary weapons, they now have a very fast firing cycle but are slaved to a small magazine that reloads very slowly, allowing great bursts of HE damage at a fairly hefty flux cost, while retaining their poor sustained damage

- Bullpup Autocannon's OP cost reduced to 5 from 6, flux per shot reduced to 100 from 120

- Reworked some hullmod icons

- Reworked variants to account for new content and balance changes.

- Added support for the Reverse Engineering and Duplication features added by Industrial Evolution

- The ARS will from now on be limited to relations of SUSPICIOUS or worse with Astarat's Volkov Industrial Conglomerate

- All new IBB coming soon to a SWP near you

- two new portraits available for player use

- Adjusted some REDACTED content
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.0 [8/26/20]
Post by: Gwyvern on August 26, 2020, 06:07:15 AM
If any of you are coming to complain that your Ediths aren't listening to your orders, redownload the mod, that was my bad.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.1 [8/26/20]
Post by: Gwyvern on August 26, 2020, 06:58:51 AM
Just patched to 1.8.1 to fix a crash involving an impossible variant file for the Burke P
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.1 [8/26/20]
Post by: Chikanuk on August 26, 2020, 12:31:24 PM
So... It will crash save or not? Someone test it?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.1 [8/26/20]
Post by: OzOnyx on August 27, 2020, 11:53:39 AM
There was more than one impossible Burke variant - both Supports, and the mt versions of Assault, Basic and Elite all reference non existent weapon slots.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.1 [8/26/20]
Post by: Gwyvern on August 27, 2020, 03:13:54 PM
There was more than one impossible Burke variant - both Supports, and the mt versions of Assault, Basic and Elite all reference non existent weapon slots.

They work fine, did you delete the mod before re-installing?

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

The issue with the pirate support variant, is that it was somehow based on the standard Burke, which has a completely different set of slots to the Pirate Burke
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.1 [8/26/20]
Post by: Chikanuk on August 28, 2020, 04:14:17 PM
Update seems to be safe for my save. But i have no LoA ships in the fleet at this moment, so maybe it can crash save for some people.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.2 [8/28/20]
Post by: Gwyvern on August 28, 2020, 05:05:42 PM
Just a quick update to fix a typo that totally broke Linux

It's fixed now.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
Post by: Gwyvern on August 31, 2020, 09:12:27 PM
Version 1.8.3

This is just a brief update fixing version checker compatibility after bitbucket broke it, I will no longer be hosting the mod on bitbucket, but in exchange I have renewed support for the Nexus link so that you may download it from there, as well as the new Patreon Link.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
Post by: ZeCaptain on August 31, 2020, 10:37:02 PM
We can't download the newest version of LoA on patreon because patreon wants us to log into patreon.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
Post by: Gwyvern on September 01, 2020, 02:15:29 AM
We can't download the newest version of LoA on patreon because patreon wants us to log into patreon.

Apologies, I'm still not very well acquainted with how Patreon works, the problem should be fixed now.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
Post by: Unnamed_Shadow on September 02, 2020, 11:00:20 AM
Patreon is still showing the 1.8.0v

Not the newest updated version...
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.3 [9/1/20]
Post by: Gwyvern on September 02, 2020, 06:12:15 PM
Patreon is still showing the 1.8.0v

Not the newest updated version...

I never made new changelogs for the patches because they were all singular fixes that I felt didn't warrant them, the download is updated though, but you probably have a point, I should keep a top post up to date with more clear signage.

EDIT: Done
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on September 02, 2020, 06:49:35 PM
V1.8.4

Basically an electric boogaloo of v1.8.2 since the Linux fix un-fixed itself between versions without my notice, also fixed my Patreon link again, sorry for the confusion.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: PrismaticFlux on September 08, 2020, 05:30:25 AM
Parasol Station has a mining industry but no resources to mine. It's also one industry over the limit (two for it's size).
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on September 08, 2020, 05:39:10 PM
Yeah there's been issues with the ARS stations for ages now, I cant be assed though because the next major version is going to replace them entirely.