Fractal Softworks Forum

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

Title: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Gwyvern on October 03, 2018, 04:24:09 PM
(https://i.imgur.com/1P5R3Tf.png)

LEGACY OF ARKGNEISIS
v1.9.12
DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/82915127?pr=true)
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/o6g7bmA.png)
Ike Class Assault Shuttle
A cost effective small troop transport for raiding on the move.

(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]

Skin Packs
Alternate visuals for the ships contained in this mod, for people into that sort of thing. Click on the desired skin for download links.
Spoiler
Alice Blue by Zikel
 (https://i.imgur.com/m6hhmc7.png) (https://drive.google.com/file/d/1ruyXhd3QekMrnkW-QF021TTSrdH3DAj6/view?usp=sharing//link)

BIG Iron by Nes
(https://i.imgur.com/K2umuS5.png) (https://drive.google.com/file/d/1IQ8tfEUzzRPOaYRd6ZYd79okhLPZfr7i/view?usp=sharing)
[close]

Additionally, a Russian translation of the mod can be found here: https://disk.yandex.ru/d/OSxHkI5BFJUlxg




(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
v1.9.11
Update for 0.96a.

v1.9.11
Update for 0.95.1a and some minor weapon balance changes.

v1.9.10
Major Nexerelin compatibility fix.

v1.9.9
Hullmod related fixes.

v1.9.8
Minor fix and a new hullmod.

v1.9.7
Potential fix for severe lag issue.

v1.9.6
More campaign fixes and some minor new features.

v1.9.5
Minor campaign fixes and new pirate ships.

v1.9.4
A fix for the ARS Base reveal bar encounter.

v1.9.3
A quick fix that mostly only matters for Nexerelin.

v1.9.2
A few more bugfixes for 1.9.0

v1.9.1
A few bugfixes for the previous version.

v1.9.0
Updates to Starsector 0.95a-RC12 and overhaul's the ARS campaign mechanics.

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.



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: Agalyon 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: 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: 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.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Offensive_Name on November 11, 2020, 12:30:48 AM
I assume this has already been asked, but can I sponsor society raids in nexerelin and if yes how.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on November 11, 2020, 05:01:53 AM
I assume this has already been asked, but can I sponsor society raids in nexerelin and if yes how.

No, this would be a nice feature to have but also I haven't found the time to look into the logistics of it.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on January 29, 2021, 04:23:34 AM
ATTENTION FELLOW MOD AUTHORS

Progress on the next major version of LoA remains steady, if frustratingly slow.

In the meantime...

Come the next major update, all ARS markets will come with a "Raid Economy" condition applied to them, which will stock civilian and military markets with random ships and weapons from factions that the ARS is at war with, as long as they are whitelisted.

(https://i.imgur.com/fGsVik0.png)

Hopefully Nicke and I have managed to work all the bugs out of this one...

This file contains 3 CSVs, destined for the data/config/loa folder (subfolders enclosed for ease of installation)

- raid_economy_factions_whitelist
This CSV is for the ID of any faction you want included in the ARS Raid Economy mechanic

- raid_economy_ships_blacklist
- raid_economy_weapons_blacklist
Having added a faction to the whitelist, these blacklists will prevent specific items from appearing in ARS markets due to this mechanic

Worth noting that, as per feedback when I first mentioned this upcoming feature, the Raid Economy mechanic Will use any Prism CSVs included in your mod as if no raid economy CSVs are present.

If a RE CSV is present, it will overwrite the prism CSV values for the RE mechanic only, if neither CSV set is present, then if the ARS is at war with your faction, it will instead provide random weapons drawn from the pool of available, valid factions.

https://www.dropbox.com/s/gkt3otmrny5hfig/config.zip?dl=0

Simply set the files up when you have the chance and it should (in theory) work when LoA updates in the future.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Mach56 on January 29, 2021, 05:39:12 PM
A small bug, but the Baby Hawke drone shows up as fighter option in missions, even though it appears that it should be exclusive to the Hawke.

EDIT: A few other mission related oversights:
A few ships in the first and third missions still have their autofit variants using the old Cone MRM instead of the Can MRM.
The 2 Reid-class frigates in the second missions are 5 OP overbudget.
A few of the ships in the third mission are a bit underbudget, not a big deal.
I don't think blank variants are necessary, and pollute the campaign AI variants (I'm not sure if you've done something on your end that changes it, but by default the AI can use non-goal variants for outfitting ships in the campaign)
Not a super big issue, but the Remnants and Derelicts are available in the Vs. Random missions, not a big problem in the ARS vs. Random, but the Random vs. ARS ones allow for an easy victory by just re-rolling until they come up.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Aronai on March 03, 2021, 10:35:55 AM
Quote
This mod operates under a modified Creative Commons Attribution-NonCommercial-ShareAlike license.

For the record, this isn't permitted by the organization that maintains the Creative Commons licenses (itself called 'Creative Commons'):
https://creativecommons.org/faq/#can-i-change-the-license-terms-or-conditions (https://creativecommons.org/faq/#can-i-change-the-license-terms-or-conditions)
Quote
Yes—but if you change the terms and conditions of any Creative Commons license, you must no longer call, label, or describe the license as a “Creative Commons” or “CC” license, nor can you use the Creative Commons logos, buttons, or other trademarks in connection with the modified license or your materials.

If you modify the terms of the CC license, you're no longer allowed to call it a CC license ("Creative Commons", "CC", etc are their trademarks).

Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on March 03, 2021, 07:10:37 PM
Whatever

It's been removed from the forum thread.

The only people who seem to care to point out such things are people intent on abusing other people's work, and a CC never stopped them before.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Aronai on March 03, 2021, 07:47:40 PM
Whatever

It's been removed from the forum thread.

The only people who seem to care to point out such things are people intent on abusing other people's work, and a CC never stopped them before.

Just trying to offer insight into something that might cause trouble down the line and might not be obvious. No need to imply I'm trying to abuse your work. :P I just use your mod and was checking for updates.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on March 03, 2021, 08:18:01 PM
Just trying to offer insight into something that might cause trouble down the line and might not be obvious. No need to imply I'm trying to abuse your work. :P I just use your mod and was checking for updates.

It's going to be a while before the next update. Most of the update is ready but the one item missing is a player buildable station type for the ARS. Station sprites are too big of a job for me to handle in parallel to my current workload.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Aronai on March 03, 2021, 08:41:48 PM
Just trying to offer insight into something that might cause trouble down the line and might not be obvious. No need to imply I'm trying to abuse your work. :P I just use your mod and was checking for updates.

It's going to be a while before the next update. Most of the update is ready but the one item missing is a player buildable station type for the ARS. Station sprites are too big of a job for me to handle in parallel to my current workload.

Fair enough! Thanks for the fun mod!
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Satirical on March 22, 2021, 05:15:33 PM
OwO the special ship is cool and so is the story mission

and the weapon particle effects are really nice lol

also found this cute thing and I make it cap objectives like sensor arrays lol (not really spoilers)
Spoiler
(https://i.imgur.com/JoAJ5Kq.png)
[close]
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on March 22, 2021, 06:43:58 PM
Glad you like the mod.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Icchan on March 30, 2021, 08:17:14 AM
Will you be updating this for 0.95?
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on March 30, 2021, 03:08:44 PM
Will you be updating this for 0.95?

I have sidelined my paid work to try and get the update out as soon as possible. Currently, what the update was going to be originally (Before starsector updated) is 99.9% done, how long it will take to transfer to 0.95 is harder to put a number on since it will require input from one or more third parties whom I have little control over.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Icchan on March 31, 2021, 03:20:26 AM
I like your enthusiasm, but please, do your paid work first.
Title: Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
Post by: Gwyvern on March 31, 2021, 06:33:09 PM
Literally won't ever update if I did, it never ends, and life isn't getting any cheaper.
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.0 [4/3/21]
Post by: Gwyvern on April 03, 2021, 07:30:55 PM
Legacy of Arkgneisis v1.9.0 Has fallen, and it can't get up!

Download now from:
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/current-version-49601343)

- Updates the mod to Starsector 0.95a RC12

- Breaks, and then fixes, version checker compatability, you will be unable to check your install's version of LoA until you have updated to V1.9

- Totally re-worked campaign mechanics for the Anarakis Reparations Society, they will now exist out of procedurally generated bases in unoccupied systems, as well as one special market.

- New Market condition for all ARS markets: Raid Economy: Fills the market with a selection of equipment and ships from all factions the ARS are at war with.

   - MODDERS: By default, this mechanic utilizes your Prism CSV settings to determine what is whitelisted, a seperate CSV is available in the files if
      you wish these settings to be different, mods with neither CSV are considered blacklisted and your equipment will not show up in ARS markets.

- New Industry: Void Extraction: Provides an income of all basic resources (Ore, Rare ore, Food, Volatiles, Organics) In exchange for ship hulls and heavy       machinery. Posesses a base output that makes it quite good on small markets with poor resource conditions, but scaling with market size
      is exceptionally bad compared to farming/mining. Is also unaffected by planetary resource conditions (good or bad).

- New Structure: Orbital Station (ARS) and its upgrades. A new station type utilized by the ARS, largely lowtech in doctrine, and build by stringing together             several asteroids. These stations are buildable by the player.

- ARS Markets can now be destroyed by engaging the relevant orbital station in direct combat.

- Destroyed ARS markets will be rebuilt at a new location after a time, this makes the faction effectively unkillable unless certain conditions are met.

- The Thatcher light destroyer and all variants have been renamed to the Taylor class. Yes this choice is politically motivated, bite me.

- Added a new, hidden ship to the ARS Roster.

- Numerous minor balancing tweaks to various Exodus Initiative hulls.

- The Shield Lance line of weapons have had their damage values increased.

- The Electron Rifle line of weapons have had their damage values increased.

- The Bulldog line of weapons have had their rate of fire increased, as well as a tweak to their flux stats and a slight reduction in the Bulldog's range.

- The Champion class cruiser is now the Lancer class cruiser, because Alex is a doo doo head >:(

- Other minor balancing tweaks to REDACTED content.

- Probably forgetting something, it's been a long update cycle.
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.0 [4/3/21]
Post by: Michihiri on April 04, 2021, 12:33:40 AM
Can I add this to a pre - existing save?

I get that the faction won't spawn but I kinda just want the weapons lol
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.0 [4/3/21]
Post by: Gwyvern on April 04, 2021, 02:10:15 AM
I really couldn't tell you, I've never tried that.
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.0 [4/3/21]
Post by: Zoro89 on April 04, 2021, 03:47:55 AM
Can I add this to a pre - existing save?

I get that the faction won't spawn but I kinda just want the weapons lol

I backup my save and activated the mod.

I found weapons, ships and fighters :) Of course no fleets or planets. No error logs. I could save and load without a problem.
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.0 [4/3/21]
Post by: Michihiri on April 04, 2021, 04:11:25 AM
Can I add this to a pre - existing save?

I get that the faction won't spawn but I kinda just want the weapons lol

I backup my save and activated the mod.

I found weapons, ships and fighters :) Of course no fleets or planets. No error logs. I could save and load without a problem.

Good to know, thanks :D
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.0 [4/3/21]
Post by: Ravenholme on April 04, 2021, 09:37:20 AM
Congratulations on the release Gwyv, looking forward to giving it a proper spin.

One tiny thing I've noticed in the small amount of gameplay I've had with it so far is that the Society battlestation is mis-spelled when you go to build it. It is "Battlestation - Soceity" in the UI.
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.0 [4/3/21]
Post by: Gwyvern on April 04, 2021, 01:41:40 PM
Congratulations on the release Gwyv, looking forward to giving it a proper spin.

One tiny thing I've noticed in the small amount of gameplay I've had with it so far is that the Society battlestation is mis-spelled when you go to build it. It is "Battlestation - Soceity" in the UI.

The Speech Impediment Reparations Society
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Gwyvern on April 05, 2021, 07:44:36 AM
HOTFIX 1.9.1 IS OUT

- Fixes ARS bases revealing their host systems at campaign start.
- Fixes Internal Drydocks being dropped as a learnable hullmod in campaign.
- Some other minor fixes.

Download today at:
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/current-version-49601343)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: N3V3R on April 05, 2021, 07:29:53 PM
im kinda sad because now i have to start a new game and i found a paragon floating in hyperspace when i had 3 frigates xD
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: IonDragonX on April 05, 2021, 08:03:06 PM
- Fixes ARS bases revealing their host systems at campaign start.
Curious question: Does that hide the market or the star system? I'd been trying to figure out a way to make 'fog of war' on the sector map.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: PolygonalPerson on April 05, 2021, 09:37:22 PM
Is there a pattern to their spawning? I'm currently struggling to actually find the faction on my campaign map. I'd like to discover one; one of my objectives for this campaign is to use their ship designs almost exclusively to figure out their fleet doctrine \o/
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: EpicLancer on April 05, 2021, 11:44:59 PM
http://puu.sh/HvMkx.png this went as well as expected. put the internal drydock on a non LoA ship and it crashed the game trying to spawn a ship. honestly dont see how that could have gone any differently XD

now everyone knows dont do it :P
Title: Re: [0.95a-RC12] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Gwyvern on April 06, 2021, 03:26:31 AM
- Fixes ARS bases revealing their host systems at campaign start.
Curious question: Does that hide the market or the star system? I'd been trying to figure out a way to make 'fog of war' on the sector map.

The base, sorry, before the base would reveal the details about a starsystem through its presense.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Gwyvern on April 06, 2021, 03:28:16 AM
Is there a pattern to their spawning? I'm currently struggling to actually find the faction on my campaign map. I'd like to discover one; one of my objectives for this campaign is to use their ship designs almost exclusively to figure out their fleet doctrine \o/

I should have probably thought about adding more ways to interact with them without markets, but for now, you can learn base locations through new bar interactions.

This sounds like something that needs fixing but as of sunday I am battling chronic chest pain that none of the brilliant medical professionals in this countrie's shitshow of a privatized medical system seem to be able to explain. So I'm in no mood to think about it right now.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: N3V3R on April 06, 2021, 11:19:40 PM
Question what does the Internal Drydock do?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Gwyvern on April 06, 2021, 11:20:25 PM
Question what does the Internal Drydock do?

Not meant for player use, not available in current release version.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: N3V3R on April 07, 2021, 06:36:56 AM
ahhh ok makes sense i found it in a station though lmao
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Gwyvern on April 08, 2021, 01:51:28 AM
ahhh ok makes sense i found it in a station though lmao

It spawns stuff and things... **waves hands about**
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Trit0n96 on April 08, 2021, 07:21:57 AM
ARS doesnt seem to being paying for completing missions for me. I know they're not for in-system bounties I did 2 different ones in different systems and didn't receive anything. I also did a personal bounty for them and also no payment, I have a favorable reputation with them.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Michihiri on April 10, 2021, 12:25:41 PM
Will the society build an outpost in an already claimed system?

Because I'm kinda worried that they built an outpost literally right next to the system I have... and they're not friendly to me...

(I mean I can always just blow em up, but I'm worried I might get blitzkrieg if I let a new one spawn...)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Gwyvern on April 10, 2021, 04:18:23 PM
Will the society build an outpost in an already claimed system?

Because I'm kinda worried that they built an outpost literally right next to the system I have... and they're not friendly to me...

(I mean I can always just blow em up, but I'm worried I might get blitzkrieg if I let a new one spawn...)

They will not build bases in systems that have markets they are hostile to.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Gwyvern on April 10, 2021, 04:25:55 PM
Will the society build an outpost in an already claimed system?

Because I'm kinda worried that they built an outpost literally right next to the system I have... and they're not friendly to me...

(I mean I can always just blow em up, but I'm worried I might get blitzkrieg if I let a new one spawn...)

They will not build bases in systems that have markets they are hostile to.

Moreover, proximity to other ARS bases has no effect on the spawning of new bases beyond them never putting two in the same system.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Stuffwriter on April 12, 2021, 10:14:26 AM
I figured that I would report a crash.

I was putting weapons on the new battleship in this mod and when I went to auto assign weapon groups, the game crashed.

I noticed that you released a new version with some bug fixes, tried again, and experienced the same crash.

I don't know if this helps you, but this is the crash log from my game:

java.lang.NullPointerException
   at com.fs.starfarer.coreui.refit.wgd2.ooOO.updateCheckboxes(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Gwyvern on April 12, 2021, 03:31:42 PM
I figured that I would report a crash.

I was putting weapons on the new battleship in this mod and when I went to auto assign weapon groups, the game crashed.

I noticed that you released a new version with some bug fixes, tried again, and experienced the same crash.

I don't know if this helps you, but this is the crash log from my game:

java.lang.NullPointerException
   at com.fs.starfarer.coreui.refit.wgd2.ooOO.updateCheckboxes(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Vanilla bug, ships with more than 26 weapon slots do that, will be fixed whenever the next SS patch comes out.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.1 [4/5/21]
Post by: Stuffwriter on April 12, 2021, 03:58:13 PM
Ah, got it.

Thanks
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.2 [4/13/21]
Post by: Gwyvern on April 13, 2021, 02:04:50 AM
LEGACY OF ARKGNEISIS v1.9.2 HAS FINISHED CONSTRUCTION

- Anargaia will now always deploy at the start of a battle regardless of how many ships are deployed against it.

- Derelicts will no longer prevent you from starting a new campaign by trying to spawn in an improperly coded star system.

- Added the USE_VS_FRIGATES tag to all siege cannons, so that the AI can...do what it says.

- You can no longer purchase governorship of ARS Markets in Nexerelin. (Because they cheat)

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/49973670)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.3 [4/15/21]
Post by: Gwyvern on April 15, 2021, 02:49:49 AM
Another Quick Fix

- Fixed Fleet point values for ARS stations making them too easy/difficult to invade in Nexerelin.

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/50056701)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Gwyvern on April 16, 2021, 02:28:02 AM
And Again

- Fixes the ARS base reveal bar encounter from repeatedly showing up in the same bar.

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/50098150)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Flacman3000 on April 22, 2021, 10:42:56 PM
I love this mod so much! The music is a perfect fit my friend whoever made it has vision! And the faction has reasonable lore for existence. However, if there's one thing I noticed it's that almost all of the ships follow a similar design template. will you be exploring niches soon or possibly some off-the-wall designs for the future? Also, is the ARS considered a raiding faction if so would you consider raider implementation into Varya's sector she has a CSV and scripting framework for raiders to create bounty basses like pirates and such. Although a suggestion perhaps you avoided this to avoid raiding clutter in our campaigns I imagine? Besides, I see you have a mechanic for society raids. However, this doesn't get the ARS much attention in terms of relations into war. I found myself ignoring them as a threat for most of my previous campaign but maybe this is just me. I use randomized sector btw with Nex.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Lightning Dog on April 22, 2021, 10:59:56 PM
I love this mod so much! The music is a perfect fit my friend whoever made it has vision! And the faction has reasonable lore for existence. However, if there's one thing I noticed it's that almost all of the ships follow a similar design template. will you be exploring niches soon or possibly some off-the-wall designs for the future? Also, is the ARS considered a raiding faction if so would you consider raider implementation into Varya's sector she has a CSV and scripting framework for raiders to create bounty basses like pirates and such. Although a suggestion perhaps you avoided this to avoid raiding clutter in our campaigns I imagine? Besides, I see you have a mechanic for society raids. However, this doesn't get the ARS much attention in terms of relations into war. I found myself ignoring them as a threat for most of my previous campaign but maybe this is just me. I use randomized sector btw with Nex.

Vayra pulled Raider support as it was *terribly* buggy. 
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Flacman3000 on April 22, 2021, 11:19:41 PM
I love this mod so much! The music is a perfect fit my friend whoever made it has vision! And the faction has reasonable lore for existence. However, if there's one thing I noticed it's that almost all of the ships follow a similar design template. will you be exploring niches soon or possibly some off-the-wall designs for the future? Also, is the ARS considered a raiding faction if so would you consider raider implementation into Varya's sector she has a CSV and scripting framework for raiders to create bounty basses like pirates and such. Although a suggestion perhaps you avoided this to avoid raiding clutter in our campaigns I imagine? Besides, I see you have a mechanic for society raids. However, this doesn't get the ARS much attention in terms of relations into war. I found myself ignoring them as a threat for most of my previous campaign but maybe this is just me. I use randomized sector btw with Nex.

Vayra pulled Raider support as it was *terribly* buggy.

Ah well great I have the kadur and rust belt using this however I have not noticed anything game-breaking so far may be an oversight. Regardless so far ARS is working as intended.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Gwyvern on April 23, 2021, 02:08:03 AM
Vayra pulled Raider support as it was *terribly* buggy.

Which is generally my attitude toward's Vayra's work

They have a lot of very cool and fun ideas but a lot of it is just so much spaghetti in execution I have neither the time nor energy to unravel on my end for such cross-mod integration.

Regardless, in time I would like to expand the ARS raiding mechanics domestically, making them more in-depth and interactive, but current plans aren't concrete, and right now I just cant afford to spend vast swathes of time modding, so I wouldn't expect such things anytime soon.

As for your previous statement about the Society's design aesthetic, they very much suffer from the level of experience I had when I envisioned them. The hypothetical design bible for the ARS is rather restrictive in what it would allow if you want a ship to fit within the faction, strictly speaking the Donovan was intended to be the last ship I added to their roster (The Gaillard was made on a whim) So while you can expect divergent designs from me in the future, should I find the time, You shouldn't expect them to fall under the Exodus Initiative design type unless at some point all my financial obligations are solved and I can afford to do a fourth total re-design of the faction.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Flacman3000 on April 23, 2021, 02:59:23 AM
Vayra pulled Raider support as it was *terribly* buggy.

Which is generally my attitude toward's Vayra's work

They have a lot of very cool and fun ideas but a lot of it is just so much spaghetti in execution I have neither the time nor energy to unravel on my end for such cross-mod integration.

Regardless, in time I would like to expand the ARS raiding mechanics domestically, making them more in-depth and interactive, but current plans aren't concrete, and right now I just cant afford to spend vast swathes of time modding, so I wouldn't expect such things anytime soon.

As for your previous statement about the Society's design aesthetic, they very much suffer from the level of experience I had when I envisioned them. The hypothetical design bible for the ARS is rather restrictive in what it would allow if you want a ship to fit within the faction, strictly speaking the Donovan was intended to be the last ship I added to their roster (The Gaillard was made on a whim) So while you can expect divergent designs from me in the future, should I find the time, You shouldn't expect them to fall under the Exodus Initiative design type unless at some point all my financial obligations are solved and I can afford to do a fourth total re-design of the faction.

Thank you for acknowledging my interest/feedback! Yes, unfortunately, the faction's ships, in general, feel underwhelming and the least diverse from a visual standpoint but please understand how your vision on description and execution is no short of a work of art hats off to your personal life and I hope your chest pains get better my friend! Life can be a struggle but when you got positivity and creativity it seems trivial.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: pingtothepong on April 26, 2021, 06:31:00 PM
I got this strange bug where Nexerelin gave me a notification that the Reparation Society was eliminated. I didn't think much of it at the time, and but since then all campaign events from the RS have stopped. There are still RS bases in some systems just outside the core worlds in my save, and there are even events that trigger on them (such as remnant raids). I tried settling a planet and taking over a pirate base and transfering ownership to the Reparation Society, to which I get a notification that the faction has respawned, only for the planet/station to become abandoned the next instant and getting another notification saying that the RS was eliminated.

Anyone have any ideas on whats causing this or how to fix it?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Gwyvern on April 26, 2021, 06:36:23 PM
I got this strange bug where Nexerelin gave me a notification that the Reparation Society was eliminated. I didn't think much of it at the time, and but since then all campaign events from the RS have stopped. There are still RS bases in some systems just outside the core worlds in my save, and there are even events that trigger on them (such as remnant raids). I tried settling a planet and taking over a pirate base and transfering ownership to the Reparation Society, to which I get a notification that the faction has respawned, only for the planet/station to become abandoned the next instant and getting another notification saying that the RS was eliminated.

Anyone have any ideas on whats causing this or how to fix it?

Nex doesn't seem to count Society's proc-gen bases as actual markets (not entirely surprising) and the ARS is scripted to abandon any real market they come to own (they aren't really compatible with the administrative requirements of governing a signifigant celestial body)

Meanwhile, those proc-gen bases continue to spawn as long as the society has a headquarters (if Anargaia is destroyed, their largest market will grow into a headquarters over the course of a few months).

Essentially everything is working as it should, It's just not something that Nexerelin was designed around, I'll go talk to Histidine about it.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: pingtothepong on April 26, 2021, 07:12:39 PM
I got this strange bug where Nexerelin gave me a notification that the Reparation Society was eliminated. I didn't think much of it at the time, and but since then all campaign events from the RS have stopped. There are still RS bases in some systems just outside the core worlds in my save, and there are even events that trigger on them (such as remnant raids). I tried settling a planet and taking over a pirate base and transfering ownership to the Reparation Society, to which I get a notification that the faction has respawned, only for the planet/station to become abandoned the next instant and getting another notification saying that the RS was eliminated.

Anyone have any ideas on whats causing this or how to fix it?

Nex doesn't seem to count Society's proc-gen bases as actual markets (not entirely surprising) and the ARS is scripted to abandon any real market they come to own (they aren't really compatible with the administrative requirements of governing a signifigant celestial body)

Meanwhile, those proc-gen bases continue to spawn as long as the society has a headquarters (if Anargaia is destroyed, their largest market will grow into a headquarters over the course of a few months).

Essentially everything is working as it should, It's just not something that Nexerelin was designed around, I'll go talk to Histidine about it.

Thanks for this info, it really helps shine some light on the situation. Curious though, its been many cycles since I've received any notification that the ARS were doing anything, and I'm under the suspicion that their remaining stations are completely dormant and not actually doing anything because the faction is flagged as eliminated. When I first started this save, there were a lot of signs of activity (ARS being hired to attack x faction fleets, etc), but since the defeat notification-nothing, no new station spawns, attacks on fleets, station spawns, etc. My primary concern is the lack of activity from the ARS, which is a really neat feature of this mod. For clarity, I tried giving them a market to see if I can "nudge" the ARS back from the coma that they seem to be in at the moment, and for the brief moment before they disband the system, it works. Almost immediately, another ARS station is spawned (seperate from the market I gave them) only for them to disband the transfered market and return to inactivity.

Is there a script or something that I can run in the console to restore Anargaia so I can test this further?
EDIT: After messing around with the console, I found that the Anargaia system doesn't even exist in my current save. Does the system get deleted if the 'station' is destroyed?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Gwyvern on April 26, 2021, 07:38:33 PM
Is there a script or something that I can run in the console to restore Anargaia so I can test this further?
EDIT: After messing around with the console, I found that the Anargaia system doesn't even exist in my current save. Does the system get deleted if the 'station' is destroyed?
Yes the entire system is destroyed and there does not exist a means to restore it short of starting a new save.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: pingtothepong on April 26, 2021, 08:42:35 PM
Is there a script or something that I can run in the console to restore Anargaia so I can test this further?
EDIT: After messing around with the console, I found that the Anargaia system doesn't even exist in my current save. Does the system get deleted if the 'station' is destroyed?
Yes the entire system is destroyed and there does not exist a means to restore it short of starting a new save.

Okay, thanks for clearing that up.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
Post by: Shuka on April 27, 2021, 05:39:58 AM
Glad this mod is still going, MacNamara is my favorite ship and I just can't find one for sale in my current playthrough. For awhile I thought it got removed, then I saw one flying around in a patrol I think, and now I'm just biding my time lol. Thanks for all the hard work.

This next protip is for the other dummies out there, smart people can skip this. When I want to find Anargaia
Spoiler
I clicked the intel tab, and then the ARS tab.
[close]
It seems really simple but I spent way too long figuring that out.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on April 28, 2021, 04:55:38 AM
VERSION 1.9.5
Breaking my own rules here a bit with the versioning but whatever.
---This update may or may not break saves.---

- Updated for RC15

- Increased the FP value for Anargaia, theoretically making it more difficult for AI fleets to destroy it in Nexerelin Raids

- Added a description to the hull of Anargaia, and generally cleaned up the strings surrounding it.

- Fixed a minor bug with A Scent of Adventure preventing the quest from fully completing if the final encounter was handled in a certain manner.

-  The Hegemony and the Society should no longer engage in pointless diplomacy in Nexerelin.

- Reworked the Exodus (P) variants.

     - Fox (P) Is now a makeshift 'super' frigate, undergoing numerous tweaks and changes.

     - Taylor (P) Is now a makeshift escort carrier, with built-in Converted Hangar, and a new
       DP/Maint cost of 10.

     - Burke (P) Has had it's small missile mounts removed, in exchange, it's forward hardpoint
       has been changed to 'composite'.

     - Hawke (P) Has been converted into a large, broadsiding gunboat, sporting 2 medium
       and 14 small turrets, overwhelmingly ballistic. Additionally it's system has been
       changed to Maneuvering Jets.

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/current-version-50578236)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: KaptainKal on April 28, 2021, 05:22:03 PM
Hi, just dropping in to say I have been enjoying the mod but after the latest patch I had a CTD. I checked the logs and Starsector appears to have pooped itself shortly after the error below popped up. Thanks for all the effort, modders such as yourself keep games alive!

Slot id [WS0005] not found on hull [loamtp_burke_default_D]
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on April 28, 2021, 06:04:12 PM
Hi, just dropping in to say I have been enjoying the mod but after the latest patch I had a CTD. I checked the logs and Starsector appears to have pooped itself shortly after the error below popped up. Thanks for all the effort, modders such as yourself keep games alive!

Slot id [WS0005] not found on hull [loamtp_burke_default_D]

Hm, if you had any of the pirate hulls in your fleet with custom loadouts, revert to the previous version and strip them before updating.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Flacman3000 on April 29, 2021, 07:47:18 PM
How did you implement your Big Mac Bounty posting in the game? I can't find an example of this in your mod directory so I know you are not using varya's bounty implementation. Did you do this in your src coding? Because I wanted to look at an example without Varya's sector.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on April 30, 2021, 01:37:40 AM
How did you implement your Big Mac Bounty posting in the game? I can't find an example of this in your mod directory so I know you are not using varya's bounty implementation. Did you do this in your src coding? Because I wanted to look at an example without Varya's sector.

That is an IBB as part of the IBB bounty system implemented by Ship and Weapons Pack. Until SWP is updated by Dark Revenant, there won't be a way to obtain the Big Mac legitimately.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: legion499 on April 30, 2021, 10:09:19 AM
Hey I'm new at being a code monkey and am a little confused at something maybe you could help with?
I'm trying to add the Big Mac into the blueprint for the ship its based on. Feeling around in the dark here I did manage to figure out where and what I need to modify to do that in the "Ship data" file. The problem I'm having is simply with this "No_Drop" tag. I don't know what that does since just looking at code only tells me so much. Do I keep it or not?
I only need it in the blueprint. Ill be happy with just that.

Edit: Hey I just noticed something looking at the derelict ships at the top of the file... If I remove all the tags from the Mac... Will that add it to the derelict loot table??  :o I could totally live with that too!
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on April 30, 2021, 06:17:39 PM
Hey I'm new at being a code monkey and am a little confused at something maybe you could help with?
I'm trying to add the Big Mac into the blueprint for the ship its based on. Feeling around in the dark here I did manage to figure out where and what I need to modify to do that in the "Ship data" file. The problem I'm having is simply with this "No_Drop" tag. I don't know what that does since just looking at code only tells me so much. Do I keep it or not?
I only need it in the blueprint. Ill be happy with just that.

Edit: Hey I just noticed something looking at the derelict ships at the top of the file... If I remove all the tags from the Mac... Will that add it to the derelict loot table??  :o I could totally live with that too!

The no drop tag just prevents the ship from being salvageable after a battle, since the IBB system has its own code for that.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: legion499 on April 30, 2021, 06:24:40 PM
Sweet. Im now a little smarter.  8)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Killian on May 06, 2021, 06:02:03 AM
Really slick designs, but I've noticed that in vanilla campaign mode the ARS don't... really seem to use their own ships very much? Other faction defectors are mostly using their own hardware, but the ARS defectors I've seen come up always have unremarkable civilian fleets. Plenty of Export/Pirate versions floating around, but I think the only legit ARS ship I've seen was a Victoria I fished out of a red giant's corona.

Ed: nevermind, just saw a mercantile convoy with a few ARS ships. guess it just took them a while to straighten everything out with their markets or something?

Spoiler
I also found the Lancer. Interesting piece of hardware, but I'm wondering how best to restore it properly given the battered state it's in...
[close]

Mostly making this post to note that I found a "fun" interaction with Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0); several Exodus weapons are considered to be part of the weapons available to/from Independents. More importantly, this also includes these "Thrusters";

(https://i.imgur.com/G91vubV.png)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Flacman3000 on May 06, 2021, 08:44:33 AM
Has the saviour been implemented in any way yet?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on May 06, 2021, 03:06:44 PM
Has the saviour been implemented in any way yet?

No, and it won't for a very long time, it's just an easter egg for now.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on May 06, 2021, 03:10:11 PM
Mostly making this post to note that I found a "fun" interaction with Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0); several Exodus weapons are considered to be part of the weapons available to/from Independents. More importantly, this also includes these "Thrusters";

(https://i.imgur.com/G91vubV.png)

Well thats...uh...interesting...

Not sure why the ARS is flying civilian fleets on your end, in my campaign they are using their own hardware, will look into it a little more.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Killian on May 07, 2021, 02:57:16 AM
Well thats...uh...interesting...

Thumbing through the weapon_data.csv it's almost certainly loa_massivethrusterweapon, and is probably appearing on the Requisitions Center because it has this "he6, LR, loa_arkmidw_bp, persean, independent, pirates" string of tags/identifiers.

That's my guess, anyways.



Not sure why the ARS is flying civilian fleets on your end, in my campaign they are using their own hardware, will look into it a little more.

As noted in the edit, they seem to be using their own ships now, or at least are for mercantile convoys. I just distinctly recalled seeing a couple of low-end bounties for ARS Deserters who had nothing but buffalos and other inconsequential civvie ships. I'll keep my eyes peeled for more of them and see if it's just deserters, just due to the tiny bounty value, or something else. Unfortunately I don't see many ARS fleets around in general, though I suppose I can go take a look at some of the outposts I've got locations for and see what their pickets look like.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on May 07, 2021, 03:38:38 PM
As noted in the edit, they seem to be using their own ships now, or at least are for mercantile convoys. I just distinctly recalled seeing a couple of low-end bounties for ARS Deserters who had nothing but buffalos and other inconsequential civvie ships. I'll keep my eyes peeled for more of them and see if it's just deserters, just due to the tiny bounty value, or something else. Unfortunately I don't see many ARS fleets around in general, though I suppose I can go take a look at some of the outposts I've got locations for and see what their pickets look like.

With further investigation this seems to be an unintended consequence of how their new procedural markets are set up, I hope to put out a fix in the near-ish future, as soon as I can get a hold of my code wizard.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: DARK170 on May 11, 2021, 02:37:57 PM
How Society Battle station compared to High  or Low tech?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on May 11, 2021, 04:59:42 PM
How Society Battle station compared to High  or Low tech?

In testing each tier falls within the range of the vanilla battlestations, weaker than some, stronger than others.

In terms of loadout, It uses ballistic and hybrid slots, a few small missiles, It has a centralized omni-shield, and tier 2 and 3 will fill the battlespace with fast moving asteroids that deal kinetic damage to hostiles they hit.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: ThePerilsOfSelfBetterment on May 12, 2021, 09:31:08 PM
Do the Dmod removal ticks from Field Repairs not apply to Derelict Exodus Initiative ships, and if so is this intentional or just some script magic. At first I just thought I was getting unlucky but now most of my fleet is pristine except for the few Derelict ships I'm lugging around and there hasn't been a single Dmod removed in months.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
Post by: Gwyvern on May 12, 2021, 09:46:45 PM
Do the Dmod removal ticks from Field Repairs not apply to Derelict Exodus Initiative ships, and if so is this intentional or just some script magic. At first I just thought I was getting unlucky but now most of my fleet is pristine except for the few Derelict ships I'm lugging around and there hasn't been a single Dmod removed in months.

I've been told that they do not because those D-mods are built-into the variant or skin or... something. For now at least they can only be removed by an actual restoration.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Gwyvern on May 16, 2021, 03:58:02 PM
v1.9.6
This update should not be treated as save compatible.

- The ARS should now properly utilize their own ships at all of their markets, which should furthermore be more heavily garrisoned than previous.

- If Anargaia is destroyed in a Nexerelin campaign, the ARS will now properly 'respawn' and resume participation in sector politics once one of their existing hidden markets upgrades itself into their new headquarters.

- New ship: Ike class assault shuttle. A Frigate sized troop transport that serves as a cost effective means for deploying Ground Support Package, but cannot carry enough marines to fully leverage it.

- The Ace, Baron, and Duke wings will now provide raid bonuses similar to the 'Ground Support Package' hullmod to ships they are equipped to.

- Refit time for the Duke Gunboat wing raised to 20 from 15.

- The Rift Projector has had its damage(/s) increased to 750 from 600

- The Rupture Cannon has had its damage reduced to 50 from 75, with a corrisponding reduction in flux use and an increase in rate of fire, this should make it less effective against armor while maintaining its overall efficacy against shields.

- The ??? set of ships should now consistently display campaign trails correctly.

- Increased the armor for the ?????? to 1200 from 1000.

- Changed two small energy turrets on the ????? to synergy.

- The decay rate of warspeed is now affected by the Systems Expertise skill.


DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/legacy-of-v1-9-6-51337262)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: mathyou on May 16, 2021, 07:18:51 PM
FWIW, I'm experiencing significant FPS drops in systems and hyperspace after updating from v1.9.5 to v1.9.6 with an existing save. That was the only change I made.

I was able to go back to v1.9.5 after editing my save to remove all references to loa_ike.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: NotTheOmnicronEither on May 16, 2021, 07:28:12 PM
Can confirm the above report.
If it helps, Idle says 0% free, and battles are unaffected.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: nathanebht on May 16, 2021, 09:34:17 PM
Same problem with v1.9.6 upgrade to an existing game. Bad FPS when flying around the sector. Reverted to v1.9.5 and the problem went away.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: dcong89 on May 16, 2021, 10:25:58 PM
after update 1.9.6  my FPS drop <10 ;  start new game problem solved... this is my new start 999 time after update many mods without comparable...58 mod
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Zikel on May 17, 2021, 03:16:39 AM
I really like the sprites in this mod. I'm most impressed by the weapons, they fit in seamlessly with the vanilla aesthetic.
The ship sprites are gorgeous, but I do have two issues with them.

I feel that visually there is not enough depth. To me they look a bit flat in comparison with vanilla hulls.
To address this, I painted shadow maps for all standard(blue) ships in the mod and baked them in to the sprites.

I also find it difficult to distinguish between some ships with a single glance.The silhouettes Lyons, Victoria and King are similar, and when one of those pops on the edge of the screen, if I'm zoomed out, it's not immediately obvious what am I looking at. To help with that I applied an secondary paint color to the plating of all ships. The secondary color is applied differently to each ship, making them easier to recognize.

I can post pictures if Gwyvern gives permission.

I hope it's not considered rude to modify sprites like that. I wanted to make myself a skin pack, like the ones Diable Avionics has.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Gwyvern on May 17, 2021, 05:24:36 AM
I really like the sprites in this mod. I'm most impressed by the weapons, they fit in seamlessly with the vanilla aesthetic.
The ship sprites are gorgeous, but I do have two issues with them.

I feel that visually there is not enough depth. To me they look a bit flat in comparison with vanilla hulls.
To address this, I painted shadow maps for all standard(blue) ships in the mod and baked them in to the sprites.

I also find it difficult to distinguish between some ships with a single glance.The silhouettes Lyons, Victoria and King are similar, and when one of those pops on the edge of the screen, if I'm zoomed out, it's not immediately obvious what am I looking at. To help with that I applied an secondary paint color to the plating of all ships. The secondary color is applied differently to each ship, making them easier to recognize.

I can post pictures if Gwyvern gives permission.

I hope it's not considered rude to modify sprites like that. I wanted to make myself a skin pack, like the ones Diable Avionics has.

Go ahead but they wont be used for anything.

If I had the time I'd re-do the entire faction a 4th time but there isn't much at this time that would justify the time sink that would be.

I'll have to have nicke look into the FPS issues.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Zikel on May 17, 2021, 06:20:07 AM
The fleet:
(https://i.imgur.com/DO5lzeB.png)

Shading before/after:
Spoiler
(https://i.imgur.com/BwFqbPu.png)
[close]

Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Nia Tahl on May 17, 2021, 10:39:02 AM
Okay, those white parts are really nice looking. I'd love those as a skinpack.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Vensalir on May 17, 2021, 10:55:56 AM
Much as I like the solid blue colour of the original version, I can't but agree with Nia's desire to see these reskinned ones as a skinpack. These two-tone skins are very appealing indeed.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Lizzie on May 17, 2021, 11:17:04 AM
They also match quite nicely with the new Ike Class
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Jade Tendency on May 17, 2021, 11:52:24 AM
Yeah this update is only save game compatible if you can handle sub 30 fps. I barely get 60 when I pause the game, or when I haven't speed up time. I went from 120FPS 80% idle to 12FPS 0% idle when I fly around with time speed up.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: KMS on May 17, 2021, 12:11:16 PM
Shading before/after:
Spoiler
(https://i.imgur.com/BwFqbPu.png)
[close]

Damn, I really like the look of this. Nicely done. I'd be down for a skinpack too.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Zikel on May 17, 2021, 12:56:51 PM
I'd be happy to share the sprites as a skin pack, if Gwyvern approves it.

I don't know how to make it an actual add-on. Looking at the skin packs for Diable Avionics, I don't see anything that tells the game to use those sprites instead of the original ones. So I assume the main mod has some built in skin pack support to handle that?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Nia Tahl on May 17, 2021, 02:05:50 PM
Literally just needs an ID that comes after the main mod alphabetically. Easiest way to do that is just copy the main mod's ID and then just add a skinpack name after that.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Kaitol on May 17, 2021, 02:08:27 PM
Yeah, you just need something to make it be loaded after the main mod so its art assets overwrite the originals.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Gwyvern on May 17, 2021, 02:09:10 PM
I'd be happy to share the sprites as a skin pack, if Gwyvern approves it.

I don't know how to make it an actual add-on. Looking at the skin packs for Diable Avionics, I don't see anything that tells the game to use those sprites instead of the original ones. So I assume the main mod has some built in skin pack support to handle that?

Go ahead, I'd even be willing to put a link to it in the main page since people seem to like it.

If you ask me though it's distractingly flashy.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Lance on May 17, 2021, 09:13:35 PM
Hello gwyvern,
Thank you for this amazing mod.

The Update 1.9.6 is broken. The fps decays a lot after a while even on a new game. It is linked to the number of ships in the fleet. With 10 ships, it's not noticeable, with 30 ships.... well the fps drops to 30.

HOWEVER it wont happen if the REFIT GUI is not open atleast once! When the refit gui is open once, the fps drop is permanent in hyperspace until you reload the save, then the fps drop is fixed until you open the refit screen again.

I tested it with the mod activated, it's dependencies & nerelexin + console commands.


IT looks like there is some kind of memory leak or script acting weird based on the number of ships.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
Post by: Zikel on May 18, 2021, 03:33:47 AM

Go ahead, I'd even be willing to put a link to it in the main page since people seem to like it.


Thank you, I appreciate that.

Here is a link  (https://drive.google.com/file/d/1ruyXhd3QekMrnkW-QF021TTSrdH3DAj6/view?usp=sharing//link)to the skin pack.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gwyvern on May 18, 2021, 03:53:01 AM
Version 1.9.7
I no longer guarantee the save compatibility of this update.

- Possibly fixes the severe campaign lag issues, let me know if you still encounter them, this bug is difficult to consistently replicate on my hardware.

- Added a skin pack section to the main thread, and its first entry, the Alice Blue skin pack by Zikel.

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/legacy-of-v1-9-7-51396226)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Lance on May 18, 2021, 05:11:15 AM
On a quick test, the fix works on both new game & old 1.9.6 save without crash, Thank you very much !

Also the skin pack is very well done, even so i prefer original look for the "normal" ships from the reparation society.
But if we could get thoses skins as extra variants, similar to the Battlegroup of the hegemony, it would improve diversity :)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: CrixM on May 18, 2021, 06:29:10 AM
The skin pack is pretty nice. Have you thought about maybe adding it the main mod as kind of an "alternate" fleet with a hullmod like XIV?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Solarshade on May 18, 2021, 10:36:32 AM
The skin pack is pretty nice. Have you thought about maybe adding it the main mod as kind of an "alternate" fleet with a hullmod like XIV?
I kind of doubt that will happen given the mod author has already stated they don't personally like the skins, they just put it up because others did:
I'd be happy to share the sprites as a skin pack, if Gwyvern approves it.

I don't know how to make it an actual add-on. Looking at the skin packs for Diable Avionics, I don't see anything that tells the game to use those sprites instead of the original ones. So I assume the main mod has some built in skin pack support to handle that?

Go ahead, I'd even be willing to put a link to it in the main page since people seem to like it.

If you ask me though it's distractingly flashy.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gwyvern on May 18, 2021, 02:54:17 PM
Really there is a laundry list of why that skin pack will never be integrated into official content.

But as long as people are willing to make them I see no reason not to facilitate them with a section of the main post.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: HanPolo on May 20, 2021, 02:44:11 AM
Version 1.9.7
I no longer guarantee the save compatibility of this update.

- Possibly fixes the severe campaign lag issues, let me know if you still encounter them, this bug is difficult to consistently replicate on my hardware.

- Added a skin pack section to the main thread, and its first entry, the Alice Blue skin pack by Zikel.

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/legacy-of-v1-9-7-51396226)

Jesus, thank you both for spotting that bug and for fixing it. The fps drop was driving me crazy and I didn't know what was causing it. Fixed it for me.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: KDR_11k on May 20, 2021, 04:06:45 AM
Just wondering: Those ? ships sound by their description like you're supposed to collect them all and somehow weld them together into a large combined ship?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Killian on May 20, 2021, 05:20:41 AM
Just wondering: Those ? ships sound by their description like you're supposed to collect them all and somehow weld them together into a large combined ship?

The only one worth recovering, I think, is the really unusual one (you'll know it when you see it). Not sure how to fully repair mine; it seems impossible to fix with Field Repairs and I tried lugging it out to a special abandoned station but that couldn't help either. ???

All the others read to me as basically being easter eggs or obsolete. I think at the present moment the only thing you can do with them is haul them home and patch them back together for bragging rights, pretend you put 'em in a starship museum or something.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Killsode on May 20, 2021, 05:47:54 AM
The only one worth recovering, I think, is the really unusual one (you'll know it when you see it). Not sure how to fully repair mine; it seems impossible to fix with Field Repairs and I tried lugging it out to a special abandoned station but that couldn't help either. ???

All the others read to me as basically being easter eggs or obsolete. I think at the present moment the only thing you can do with them is haul them home and patch them back together for bragging rights, pretend you put 'em in a starship museum or something.

The scent of adventure ship has to be refurbished for ~1.2m
Spoiler
also known as the Lancer class derelict cruiser, or formerly the champion before a basegame ship got that name?
But what i want to know is how i get my hands on the saviour, the capital sized one. is it IBB?
[close]
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gwyvern on May 20, 2021, 06:07:52 AM
Just wondering: Those ? ships sound by their description like you're supposed to collect them all and somehow weld them together into a large combined ship?

The only one worth recovering, I think, is the really unusual one (you'll know it when you see it). Not sure how to fully repair mine; it seems impossible to fix with Field Repairs and I tried lugging it out to a special abandoned station but that couldn't help either. ???

All the others read to me as basically being easter eggs or obsolete. I think at the present moment the only thing you can do with them is haul them home and patch them back together for bragging rights, pretend you put 'em in a starship museum or something.

You use the restore button, in the refit screen like you normally would. But yes, out of all the derelicts this mod adds, only the Lancer is actually worth the cost of restoring it, the rest are just Easter Eggs and subtle clues for the future.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Killian on May 20, 2021, 06:27:13 AM
You use the restore button, in the refit screen like you normally would. But yes, out of all the derelicts this mod adds, only the Lancer is actually worth the cost of restoring it, the rest are just Easter Eggs and subtle clues for the future.

Huh. Something was giving me the impression that button didn't un-(D) it, so it'd still be kind of messed up with the 'broken' gun setup, or that the fancy tech would be too difficult to repair that way. Not sure why, maybe one of the other mods I have... ???

I kinda like the old designs though. Nothing fancy, but they add a nice touch to the world.

Spoiler
also known as the Lancer class derelict cruiser, or formerly the champion before a basegame ship got that name?
But what i want to know is how i get my hands on the saviour, the capital sized one. is it IBB?
[close]

Judging by the description string in the csv, I'm going to say that one's unfinished and we'll have to wait for a later update. ;)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Kaitol on May 20, 2021, 10:13:29 AM
The regular derelicts DO have the reinforced hull mod built-in or at least did last time I played, so they're slightly better than ones you just bought or salvaged from a battle. Is that worth the cost of restoration? Ehhh, maybe if you're doing a society ship-only run? Although there comes a point when cash is no longer a concern, especially if you have industrial evolution or whichever mod adds the restoration dock building.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Nia Tahl on May 20, 2021, 11:21:22 AM
Just wondering: Those ? ships sound by their description like you're supposed to collect them all and somehow weld them together into a large combined ship?

The only one worth recovering, I think, is the really unusual one (you'll know it when you see it). Not sure how to fully repair mine; it seems impossible to fix with Field Repairs and I tried lugging it out to a special abandoned station but that couldn't help either. ???

All the others read to me as basically being easter eggs or obsolete. I think at the present moment the only thing you can do with them is haul them home and patch them back together for bragging rights, pretend you put 'em in a starship museum or something.

You use the restore button, in the refit screen like you normally would. But yes, out of all the derelicts this mod adds, only the Lancer is actually worth the cost of restoring it, the rest are just Easter Eggs and subtle clues for the future.

Eylamn is so *** worth the absurd cost though. Sue me.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Wyvern on May 20, 2021, 11:30:31 AM
The regular derelicts DO have the reinforced hull mod built-in or at least did last time I played, so they're slightly better than ones you just bought or salvaged from a battle. Is that worth the cost of restoration? Ehhh, maybe if you're doing a society ship-only run? Although there comes a point when cash is no longer a concern, especially if you have industrial evolution or whichever mod adds the restoration dock building.
...Or they would be, if they kept that when you restore them. Which they don't. (Well, technically, they keep the hullmod, but lose it being built-in, so if you've got your variant set up perfectly before hitting restore, you get to keep the reinforced hull as you just go over the ship's OP limit.)

Would be nice if it either stayed built-in or got removed on restore.

As for the "??????" derelict ships, I'm actually pretty happy with the cruiser; the smaller ones are all of questionable utility, but the cruiser's actually pretty decent; set mine up as anti-armor support with torpedos and a tachyon lance...
...It's still not wrong about the restore being not really worth the price tag, though.

And the Lancer... I dunno, the name just doesn't feel like it fits, to me. Champion worked. Lancer? Lancer would be a better fit for the ?????? cruiser, really. Not sure I've got any actually better suggestions, though. Gladiator? Herald? Dragoon? Nothing really quite evokes all the same implications as Champion did.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: SafariJohn on May 20, 2021, 11:43:18 AM
Are you sure built-in skin hullmods are still becoming modular in 0.95a? I reported that bug for Falcon P a few years ago and testing indicates it is fixed now.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Wyvern on May 20, 2021, 12:04:25 PM
Definitely happens for the ??????-class cruiser. Have not tested with the regular society hulls yet. Don't think it's a result of a vanilla bug - instead, it's that restoring the hulls sets them to a different skin that doesn't have reinforced hull built in anymore. (As compared to the pirate falcon, which, when restored, remains a pirate falcon rather than turning into a regular falcon.)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Spess Mahren on May 20, 2021, 01:55:36 PM
Is it intended that the society field bases no longer sell society blueprints in their military markets? Being limited to the ARS capital for blueprints makes it rather aggravating to collect blueprints from them.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gwyvern on May 20, 2021, 03:38:42 PM
Is it intended that the society field bases no longer sell society blueprints in their military markets? Being limited to the ARS capital for blueprints makes it rather aggravating to collect blueprints from them.

no...i wasnt aware, ill need to look into that.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: ArkaneKannon on May 22, 2021, 10:32:51 AM
A lot of the crew capacity and requirements for ships are too tight, not the end of the world on bigger ships but on smaller ones it's a bit of an issue. Bought a couple, (A pair of victorias) and they both had degraded life support. Meaning they needed ~35 crew but could only hold ~32 a piece. Ended up shelling out for a restoration job to solve the problem.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gazelem on May 22, 2021, 02:35:31 PM
Question for the author here: I'm running into an odd bug with this mod specifically (only had it, the three dependencies, and console commands enabled) where I lose FPS with the number of ships in my fleet, even if they aren't ships from the mod or carrying any of the mod weapons. With a full 30 ships I'm around at ~30 FPS from over 60, when going over 30 ships it drops quickly.

Any idea what might be going on here? I don't see this behavior in vanilla or other faction mods.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gwyvern on May 22, 2021, 03:40:57 PM
Question for the author here: I'm running into an odd bug with this mod specifically (only had it, the three dependencies, and console commands enabled) where I lose FPS with the number of ships in my fleet, even if they aren't ships from the mod or carrying any of the mod weapons. With a full 30 ships I'm around at ~30 FPS from over 60, when going over 30 ships it drops quickly.

Any idea what might be going on here? I don't see this behavior in vanilla or other faction mods.

Update your mod you mook.

Fixing this was the purpose of the last patch.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gazelem on May 22, 2021, 04:02:00 PM


Update your mod you mook.

Fixing this was the purpose of the last patch.
[/quote]

Unless the link on page 1 is incorrect, I'm using the latest version. The Starsector says it's 1.9.7 in the mod menu.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gwyvern on May 22, 2021, 06:28:46 PM


Update your mod you mook.

Fixing this was the purpose of the last patch.

Unless the link on page 1 is incorrect, I'm using the latest version. The Starsector says it's 1.9.7 in the mod menu.
[/quote]

You are deleting the old mod before updating right?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gazelem on May 22, 2021, 07:20:13 PM
Quote

You are deleting the old mod before updating right?

It was a fresh install. Hadn't used the mod at all before.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gwyvern on May 22, 2021, 07:34:57 PM
Hmm, unfortunately effectively everyone else who was encountering this bug has reported the latest version as fixing it, so until I get more reports I'm not sure if I'll be able to pin down a cause. Is there any kind of pattern to it?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
Post by: Gazelem on May 22, 2021, 08:03:46 PM
Odd, I'm not sure what would be causing it then.

I can try to do a bit of troubleshooting later this week.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.8 [5/24/21]
Post by: Gwyvern on May 24, 2021, 05:16:27 AM
Version 1.9.8
This update is save compatible.

- Fixed the ARS not selling their blueprints at their procedural markets.

- New Hullmod: Tandem Flux Grid, doubles the effect of caps and vents in exchange for cargo space and the chance for short overloads during periods of intense flux generation.

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/legacy-of-v1-9-8-51627406)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Gwyvern on May 26, 2021, 06:56:13 PM
Version 1.9.9
This update should be save compatible

- Fixes the Society Riggers hullmod from dropping in the campaign.

- Changes how flux buildup is calculated for the Tandem Flux Grid hullmod to make it more intuitive, with a corresponding change to the description text.

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/legacy-of-v1-9-9-51740612)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Algoul on May 29, 2021, 01:04:40 PM
Very good mod - but sadly conflicted with Nexrelin.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: DownTheDrain on May 29, 2021, 01:24:49 PM
Very good mod - but sadly conflicted with Nexrelin.

How so?
I've done two Nex playthroughs with Arkgneisis enabled, no issues apart from them being a major pain in the butt.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Algoul on May 29, 2021, 01:52:13 PM
Very good mod - but sadly conflicted with Nexrelin.

How so?
I've done two Nex playthroughs with Arkgneisis enabled, no issues apart from them being a major pain in the butt.
They mistakenly marked as second Pirate nation, cannot in to invasion cos just make station and planets abandoned and cannot take them.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Killian on May 29, 2021, 01:56:14 PM
Very good mod - but sadly conflicted with Nexrelin.

How so?
I've done two Nex playthroughs with Arkgneisis enabled, no issues apart from them being a major pain in the butt.
They mistakenly marked as second Pirate nation, cannot in to invasion cos just make station and planets abandoned and cannot take them.

I doubt that's a mistake. In vanilla they function as a pirate-like faction as well, so it's only logical they'd work the same way in Nex.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: DownTheDrain on May 29, 2021, 02:02:13 PM
Yeah, pretty sure that's working as intended.
I don't remember them invading anything but they're definitely on everyone's sh!tlist, constantly raiding and being sponsored for attacks.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Gwyvern on May 29, 2021, 07:12:11 PM
Yes this is correct, the Society functions very much similar to pirates, and are even scripted to abandon any planets they might happen to get ahold of.

They're interested in money and vengeance, not the responsibilities inherent to maintaining civilization on a major celestial body.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: KDR_11k on May 30, 2021, 03:11:11 AM
It feels kinda odd that they never try to raid the player, they only fight you if they attack your commissioned faction. Feels like looking for their stations is unnecessary since they're not a threat like the pirates or luddites.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Jade Tendency on May 30, 2021, 01:19:18 PM
There is a issue with ARS and Nex in that if another faction captures one of their bases you will get this message every in game day

(https://i.imgur.com/jDFLyCu.png?1)

And it's really annoying.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Gwyvern on May 30, 2021, 01:56:35 PM
There is a issue with ARS and Nex in that if another faction captures one of their bases you will get this message every in game day

(https://i.imgur.com/jDFLyCu.png?1)

And it's really annoying.

Its being looked into, those bases should be destroyed the moment the station is defeated, otherwise, if anyone other than the ARS owns them.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: DownTheDrain on May 30, 2021, 02:12:15 PM
I had something similar happen, where someone destroyed or conquered their main ship base and ARS was wiped but then supposedly respawned despite respawn being turned off. Pretty sure they still had most if not all of their secondary asteroid bases as well but I guess once the ship goes it's game over.

Either way, I never got to see if the respawn would have continued cause when I flew into their rift to investigate I was instantly sucked into the center and my fleet was destroyed. Reloaded the game and whatever wiped them the first time apparently failed on the second try.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Jade Tendency on May 30, 2021, 02:30:20 PM
There is a issue with ARS and Nex in that if another faction captures one of their bases you will get this message every in game day

IMAGE

And it's really annoying.

Its being looked into, those bases should be destroyed the moment the station is defeated, otherwise, if anyone other than the ARS owns them.

Is there a way to remove the station? Edit my savegame perhaps or console comands?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Gwyvern on May 31, 2021, 04:08:20 AM
There is a issue with ARS and Nex in that if another faction captures one of their bases you will get this message every in game day

IMAGE

And it's really annoying.

Its being looked into, those bases should be destroyed the moment the station is defeated, otherwise, if anyone other than the ARS owns them.

Is there a way to remove the station? Edit my savegame perhaps or console comands?

I am currently not aware of any workarounds.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Viktor Soprano on May 31, 2021, 10:26:53 AM
There is a issue with ARS and Nex in that if another faction captures one of their bases you will get this message every in game day

IMAGE

And it's really annoying.

Its being looked into, those bases should be destroyed the moment the station is defeated, otherwise, if anyone other than the ARS owns them.

Is there a way to remove the station? Edit my savegame perhaps or console comands?


The only workaround I've currently found is with Console Commands, and it's this:
- Locate the base that gives the "faction respawn" message (I used the planet list as I couldn't find it otherwise);
- Take note of your relations with the faction that conquered the base (in case they're allies and you don't want to anger them);
- Engage the station, and once in the combat screen use the "nuke" command, repeat until you win;
- Decide what you want to do with the loot you generate from the fight;
- Restore your relations with the faction that conquered the station.

I haven't tested if destroying the station by actually fighting it solves the spam issue, I saw it worked with the nuke command and went with it every time.
Hope this helps.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Jade Tendency on May 31, 2021, 10:59:50 AM
Thanks! I will try it now.

Another thing, it looks like the hegemony taking this one station wiped out all of ARS lol.

EDIT: OK it was even easier, I just used kill command and deleted the station. And ARS immediately respawned somewhere else as well.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: robepriority on May 31, 2021, 04:01:06 PM
It seems like Nex random sector generates ARS planets, rather than having ARS operate as the raider faction they are in set sector.

Title: Re: [0.95a] Legacy of Arkgneisis 1.9.9 [5/26/21]
Post by: Gwyvern on June 01, 2021, 02:50:05 AM
Nex random sector comes with an entirely separate set of support requirements on the backend, and as of the economy rework of 1.8, is no longer strictly required by large sections of the playerbase for performance reasons, so setting it up to work in Nex random mode did not seem worth the investment as opposed to making sure the faction is minimally compatible with it.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 01, 2021, 02:53:00 AM
Version 1.9.10
I cannot guarantee the save compatibility of this update.

- Fixes ships spawned by Anargaia in combat not registering as having belonged to the Society in after action reports.

- Fixes an issue where a faction capturing ARS procedural bases in Nexerelin would cause the faction in question to respawn once per day until that market was destroyed.

DOWNLOAD
Nexus (https://www.nexusmods.com/starsector/mods/23)
Patreon (No Paywall) (https://www.patreon.com/posts/legacy-of-v1-9-51956415)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Nilands on June 01, 2021, 09:50:27 AM
No more respawn spam!
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Jade Tendency on June 02, 2021, 03:59:38 AM
It works now but it seems like ARS is wiped out every time one of their bases are taken out and then they respawn.

In other news, I'm in love.

https://www.youtube.com/watch?v=8pdEZg292Ao (https://www.youtube.com/watch?v=8pdEZg292Ao)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 02, 2021, 02:15:36 PM
It works now but it seems like ARS is wiped out every time one of their bases are taken out and then they respawn.

In other news, I'm in love.

This is a limitation on how Nex functions, most Society bases are actually hidden, which do not count for Nex interactions, when their HQ is destroyed, another of their hidden bases will begin upgrading into the new HQ, which will become un-hidden, thus "respawning" the faction.

the only way to wipe them out for good is to eliminate all of their markets, because as long as there is an HQ active, they will eventually start building new markets.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Killian on June 04, 2021, 10:54:01 AM
Finally getting around to using some more actual-ARS hardware in my current run and I have to say I'm enjoying the Macnamara. Those Shield Lances are some feisty pieces of hardware!

I think my only complaint at this point is that there aren't a whole lot of ships with large mounts, and the large weapons ARS does have seem fairly tricky to get ahold of even with (ir)regular visits to Anargaia. Well okay, that and it's a little tricky to track the Anargaia down sometime - is there something I'm missing to get it permanently added to my map?

Need to get my hands on a Gaillard and see how it plays with a decent loadout and pilot...
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 04, 2021, 01:13:49 PM
Finally getting around to using some more actual-ARS hardware in my current run and I have to say I'm enjoying the Macnamara. Those Shield Lances are some feisty pieces of hardware!

I think my only complaint at this point is that there aren't a whole lot of ships with large mounts, and the large weapons ARS does have seem fairly tricky to get ahold of even with (ir)regular visits to Anargaia. Well okay, that and it's a little tricky to track the Anargaia down sometime - is there something I'm missing to get it permanently added to my map?

Need to get my hands on a Gaillard and see how it plays with a decent loadout and pilot...

The shield weapons will probably get nerfed at some point in the future, but for now I've got bigger fish to fry. Don't get too used to it.

As for Anargaia, the only ways to get permanent intel on it are to either commission with the Society, or get relations to cooperative.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Killian on June 04, 2021, 04:11:42 PM
The shield weapons will probably get nerfed at some point in the future, but for now I've got bigger fish to fry. Don't get too used to it.

I need to test them against heavy combat targets that won't crumple in the face of twin lances, but so far they don't feel that crazy- the raw firepower feels suitably offset by their high flux generation.

Current setup is a Macnamara with Lances on the Hardpoints, a Pellet Turret, 4 Bulldogs, and 4 Rod launchers. This is supported by a bunch of Hiigaran destroyers and frigates from Gotcha's mod for PD/etc. - I want to try mixing in more ARS ships at some point but I'm hesitant to mix things up too much without a solid grasp on how best to fit & fly ARS ships.

As for Anargaia, the only ways to get permanent intel on it are to either commission with the Society, or get relations to cooperative.

I figured that was the case. Good to know - I've been hesitant to take on a commission with them given the raiding mechanics but so far they're the only faction not taking offense to my colony-system grabbing up a quarter of every single resource market or my use of AI cores...  ???
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Helldiver on June 07, 2021, 05:20:31 PM
Possible bug report: The Incendiary Sprayer doesn't shoot when set to autofire.

On another note, the Hawke (P) is one of the most fun frigate-hunters I've had the joy of using.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Spess Mahren on June 13, 2021, 01:43:33 AM
I wanted to ask, are the hidden ARS bases intended to be like normal markets or are they intended to act akin to pirate raider bases? I noticed they start with two, and in my current cycle 213 game they now have four, I use nex so the bases have already grown once or twice, and it seems they never get targeted by strike missions, bounties, invasions, or raids. Anargaia does sometimes get invasions/raids/etc.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 13, 2021, 03:00:46 AM
I wanted to ask, are the hidden ARS bases intended to be like normal markets or are they intended to act akin to pirate raider bases? I noticed they start with two, and in my current cycle 213 game they now have four, I use nex so the bases have already grown once or twice, and it seems they never get targeted by strike missions, bounties, invasions, or raids. Anargaia does sometimes get invasions/raids/etc.

They are more like pirate bases yes, all side effects of them being classed as hidden, otherwise they would show up on the campaign map freely, which defeats the purpose.

Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Sutopia on June 14, 2021, 07:54:48 AM
In my game they have 5 which act as really convenient remote fuel station for my adjusted sector (1.4x both directions).

I may have encountered a potential bug that is related to the Ark.
I got a mission to deliver 4k fuel to the Ark. I had another mission simultaneously so I went to do that one first, only to come back and find out I can’t complete the delivery. I found the ark but the contact isn’t there; The show on map button in the mission is missing. I assume the ark updated its location when I was busy doing another mission and doing so deletes the mission end point.

Nexerelin was not enabled when this happened.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 14, 2021, 09:15:38 PM
In my game they have 5 which act as really convenient remote fuel station for my adjusted sector (1.4x both directions).

I may have encountered a potential bug that is related to the Ark.
I got a mission to deliver 4k fuel to the Ark. I had another mission simultaneously so I went to do that one first, only to come back and find out I can’t complete the delivery. I found the ark but the contact isn’t there; The show on map button in the mission is missing. I assume the ark updated its location when I was busy doing another mission and doing so deletes the mission end point.

Nexerelin was not enabled when this happened.

The Ark is in constant motion, it doesn't update its location, only your knowledge of it. But I couldn't guess what's going on there
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Killian on June 14, 2021, 09:25:22 PM
It seems like it might be a vanilla bug; there have been a couple of similar reports recently in the bug report forum.

1: https://fractalsoftworks.com/forum/index.php?topic=20157.0
2: https://fractalsoftworks.com/forum/index.php?topic=21362.0
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: KDR_11k on June 15, 2021, 10:45:43 AM
They are more like pirate bases yes, all side effects of them being classed as hidden, otherwise they would show up on the campaign map freely, which defeats the purpose.

Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.
Do they do any raiding?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 15, 2021, 09:04:49 PM
They are more like pirate bases yes, all side effects of them being classed as hidden, otherwise they would show up on the campaign map freely, which defeats the purpose.

Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.
Do they do any raiding?

Not yet, at least, not beyond whatever Nex lets them do.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Drglord on June 17, 2021, 02:37:25 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_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I get a CTD while fighting a bounty fleet. I don't know if the above will help. Thanks for a great mod by the way
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 17, 2021, 04:19:24 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_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I get a CTD while fighting a bounty fleet. I don't know if the above will help. Thanks for a great mod by the way

was it VIC? this looks like the VIC bug

One of their missiles MIRVs into a scuffed projectile, it will be fixed in their next patch.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Drglord on June 17, 2021, 11:59:17 PM
The bounty fleet was from this mod. I don't know of course if some of the ships could have weapons from another faction. I just wanted to post to let the modder know if it had anything to do with their mod. Thanks anyway.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Zane0 on June 20, 2021, 11:27:15 AM
I ran across an ARS station in unexplored space with an enormous market. Tens of thousands of fuel and supplies. It kind of ruined the colonization and exploration balance of that playthrough. I'm not sure if this is working as intended but I'm not a fan. This was a couple patch revisions (a month or two) ago. I think I still have the save if you want more details.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Sutopia on June 20, 2021, 02:55:17 PM
I ran across an ARS station in unexplored space with an enormous market. Tens of thousands of fuel and supplies. It kind of ruined the colonization and exploration balance of that playthrough. I'm not sure if this is working as intended but I'm not a fan. This was a couple patch revisions (a month or two) ago. I think I still have the save if you want more details.

From my experience I usually only get 500 fuel / supply markets from those hidden waystations.
What size is it?
IMO it really should stay under size 4 (for some reason heavy industry only spawn on size 5s?) to be more in line with vanilla pirate stations and size 5 or above should be excessively rare.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 20, 2021, 03:08:26 PM
I ran across an ARS station in unexplored space with an enormous market. Tens of thousands of fuel and supplies. It kind of ruined the colonization and exploration balance of that playthrough. I'm not sure if this is working as intended but I'm not a fan. This was a couple patch revisions (a month or two) ago. I think I still have the save if you want more details.

From my experience I usually only get 500 fuel / supply markets from those hidden waystations.
What size is it?
IMO it really should stay under size 4 (for some reason heavy industry only spawn on size 5s?) to be more in line with vanilla pirate stations and size 5 or above should be excessively rare.

If Anargaia is destroyed the largest hidden base will expand to fill its shoes, the feedback is noted though, and I'll consider it when next it's time to expand their campaign mechanics. This would probably be a lot more common on older versions, as Anargaia itself had a few changes under the hood to make it harder for Nex invasions to succeed against it without the player's intervention.

Apologies but it's going to be like that for a long time, I've gotten well underway for LoA 2.0 and pushing an update before it's completed would involve a tiresome process of ripping stuff out and making sure i can put it back in later.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Sutopia on June 25, 2021, 08:07:05 AM
Is the emp mines hurting phase ship intended? I just got dunked by friendly fire and flameout to death.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on June 25, 2021, 03:42:15 PM
Probably not
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Verx on July 09, 2021, 10:27:18 AM
hello. not sure if you are aware , but the AI events that target the main ship ( the capital of this faction) have hard time actualy entering the system , i'm not sure about how hard if they can at all enter the system .

i managed to make some enter by luring them in ,so they can use the jump-thing , they have problem to take the automatic travel to the system .


note that i spotted this while using other mods , in particolar nex . the 2 events that happened were 2 raids and 1 conquest , they all ultimatly failed to enter the system , exept for 1 fleet that i lured in by jumping inside when they were chasing me .



i think this bug need confirmation, but i'm trowing it there .
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Sutopia on July 09, 2021, 10:32:28 AM
hello. not sure if you are aware , but the AI events that target the main ship ( the capital of this faction) have hard time actualy entering the system , i'm not sure about how hard if they can at all enter the system .

i managed to make some enter by luring them in ,so they can use the jump-thing , they have problem to take the automatic travel to the system .


note that i spotted this while using other mods , in particolar nex . the 2 events that happened were 2 raids and 1 conquest , they all ultimatly failed to enter the system , exept for 1 fleet that i lured in by jumping inside when they were chasing me .



i think this bug need confirmation, but i'm trowing it there .

Vanilla pirate raid had no issue finding the system so I doubt it.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: KDR_11k on July 09, 2021, 01:41:42 PM
hello. not sure if you are aware , but the AI events that target the main ship ( the capital of this faction) have hard time actualy entering the system , i'm not sure about how hard if they can at all enter the system .

i managed to make some enter by luring them in ,so they can use the jump-thing , they have problem to take the automatic travel to the system .


note that i spotted this while using other mods , in particolar nex . the 2 events that happened were 2 raids and 1 conquest , they all ultimatly failed to enter the system , exept for 1 fleet that i lured in by jumping inside when they were chasing me .



i think this bug need confirmation, but i'm trowing it there .

Vanilla pirate raid had no issue finding the system so I doubt it.
Industrial Evo privateer raids work on the Anargaia too.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Kiith on July 26, 2021, 07:10:36 AM
Did the Lancer/Champion used to have a phase or teleport feature? Just got it again there, and it seems far less mobile then i remember it.

Was previously my favourite ship, but now not so much.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on July 26, 2021, 02:33:08 PM
Did the Lancer/Champion used to have a phase or teleport feature? Just got it again there, and it seems far less mobile then i remember it.

Was previously my favourite ship, but now not so much.

It hasn't changed at all, did you forget to restore it?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: crash7ds on July 26, 2021, 05:36:24 PM
If I'm not mistaken, the variant that is shot to *** (the one missing most of it's right side armaments) does not have a phase drive. The restored ones do.

Btw, can I just say how freakin' dope the Savior is?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Kiith on July 27, 2021, 05:09:38 AM
Ah, that's it. Haven't restored it yet, and wasn't going to if it didn't have that ability. Cheers.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on July 27, 2021, 03:09:24 PM
Ah, that's it. Haven't restored it yet, and wasn't going to if it didn't have that ability. Cheers.

How could the Champion Lancer have possibly been your favorite ship earlier if you didn't know that you needed to restore it? You've always needed to restore it to get full functionality.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Kiith on July 28, 2021, 07:31:19 AM
I restored it in an earlier play through, just didn't realise it needed to be restored before you got that ability. Figured it was on the damaged version as well.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: idiotekque on August 04, 2021, 11:16:02 PM
Hmm, getting this error popup and crash when I try to launch while Arkgneisis is activated.

(https://i.imgur.com/zE7pSD2.png)

Any ideas? Seems like it's not finding an audio file? A bit confusing. I think I have everything up to date.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on August 05, 2021, 02:40:38 PM
Hmm, getting this error popup and crash when I try to launch while Arkgneisis is activated.

Any ideas? Seems like it's not finding an audio file? A bit confusing. I think I have everything up to date.

It's not loading a music file, sounds like a botched installation.

Delete the mod from your files and redownload it.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: idiotekque on August 05, 2021, 03:23:10 PM
It's not loading a music file, sounds like a botched installation.

Delete the mod from your files and redownload it.
Gosh, should have thought of that myself. Thanks, all good!
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: KDR_11k on August 06, 2021, 01:02:04 AM
The full un-field-repairable set of d-mods on every Exodus ship you find through exploration feels really excessive, it's not so much of an issue for exploration-only ships but when they're ships that the Society still uses? Makes recovering them almost worthless since they cost so much more to repair than to buy new (or smash some Society fleets for drops). The story justification is fine for an occasional ship but you'd think that the modern Society would lose ships out there too so the majority of what you find should be newer vintage.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on August 06, 2021, 03:51:30 PM
The full un-field-repairable set of d-mods on every Exodus ship you find through exploration feels really excessive, it's not so much of an issue for exploration-only ships but when they're ships that the Society still uses? Makes recovering them almost worthless since they cost so much more to repair than to buy new (or smash some Society fleets for drops). The story justification is fine for an occasional ship but you'd think that the modern Society would lose ships out there too so the majority of what you find should be newer vintage.

The newer vintage ships are handled the same way all derelict ships are handled, check areas where the society does battle.

The ones you find out in space are just teasers and lore hints, they aren't really meant to be useful, and they are anything but new.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: KDR_11k on August 07, 2021, 12:58:32 AM
The full un-field-repairable set of d-mods on every Exodus ship you find through exploration feels really excessive, it's not so much of an issue for exploration-only ships but when they're ships that the Society still uses? Makes recovering them almost worthless since they cost so much more to repair than to buy new (or smash some Society fleets for drops). The story justification is fine for an occasional ship but you'd think that the modern Society would lose ships out there too so the majority of what you find should be newer vintage.

The newer vintage ships are handled the same way all derelict ships are handled, check areas where the society does battle.

The ones you find out in space are just teasers and lore hints, they aren't really meant to be useful, and they are anything but new.

Yeah but I get the sense that a lot of the pre-placed ships in the outer sector are meant to be remains of explorers and scavengers of more recent vintage (or ships lost in hyperspace battles that settled into those places), not just ancient ships so there should be some nearly functional ones out there. You certainly find so many Society ships out there that having them all be junk is pretty annoying. I can get the lore if I find 2-3 ships like that, not dozens.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on August 07, 2021, 05:30:09 AM
Yeah but I get the sense that a lot of the pre-placed ships in the outer sector are meant to be remains of explorers and scavengers of more recent vintage (or ships lost in hyperspace battles that settled into those places), not just ancient ships so there should be some nearly functional ones out there. You certainly find so many Society ships out there that having them all be junk is pretty annoying. I can get the lore if I find 2-3 ships like that, not dozens.

Thats because you don't have all the pieces of the puzzle.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Coil on August 16, 2021, 02:13:25 AM
I love how unpredictable the faction is! Really keeps the campaign spicy! Thank you for making this great mod!
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: ArbuzBudesh on August 16, 2021, 02:47:09 AM
Being playing with the mod recently, generally love faction roster, though factory ship seems to be reliant on player control to be efficient, ai seems to handle missile forging only half-efficiently.
Tried different ballistic\energy weapon setups to keep ship from tryin to engage too close or too long, shorter range often puts its in danger, while longer range weapons take priority over missile production. Also ship really likes to vent during missile forging without finishing the process fully. No idea if its even possible to fix those issues due AI in vanilla was never taught this style of ship.

But its quite hilarious to watch 8 sabot racks with expanded racks salvo, which completely disables pr much all cruisers, sadly in combat its less usefull since low priority ships will often force to use ammunition which ship struggles to replenish in timely manner.

Other than that think rest of roster is amazing, even have niches for Fox. Currently trying to get hands on a capital ship.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on August 16, 2021, 05:46:27 AM
Thank you, I'm glad you're all enjoying it.

Technically speaking though, the Donovan IS a capital ship :P
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Hiroyan495 on August 22, 2021, 06:56:53 AM
At first I thought this mod just adds cool ships and a strange home world, consisting of a giant ark. Then I realized they have relationship based AoE effect in the campaign map on their system.

Thought that was it, yeah, scary, but as long as I defeat the ark in question it won't be an issue right? ...Right?



But then I learned the meaning of fear.

You really nailed that deep space horror aspect of being... ya know. I love your work.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Coil on August 22, 2021, 09:59:40 PM

Thought that was it, yeah, scary, but as long as I defeat the ark in question it won't be an issue right? ...Right?


But then I learned the meaning of fear.

You really nailed that deep space horror aspect of being... ya know. I love your work.

I have no idea what you're talking about and I am now VERY excited to find out
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on August 23, 2021, 12:04:06 AM
To be honest even I'm a little confused.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Frank_mauser on August 23, 2021, 11:17:51 AM
will 9.5 mods work on 9.1 or should i get an old version from nexus?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: SafariJohn on August 24, 2021, 05:17:13 PM
You will have to get an old version.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: deoxyribonucleicacid on October 10, 2021, 10:26:17 PM
Yooo!! Just wanna say i'm loving the look of the ships! It makes me feel that its a literal counterpart of Dassault-Mikoyan or basically its the Raytheon or something but idk its probably just because of the names i guess? I pretty much love fighting Anarakis because they're pretty tough cookie to crack and they can be bullet sponges. I hope one day we can actually have a way to tell the Anarakis to raid a faction for me... :/
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: deoxyribonucleicacid on October 11, 2021, 05:50:21 AM
Hey.. uh.. the comment about some ark made me wonder a bit so i looked for it... found it and decided to invade it or maybe destroy it idk so when i was on the battle (without actually dying) i managed to fight the Ark unfortunately however i got some fatal: Perm Gen or something error im going to assume that im not supposed to do that or ill never suppose to wipe out something that isn't wipeable in other case im going to and try invading it maybe a bit of commands. An Ark ship is very interesting in one ways or another...

Edit: Did another Rerun got no problems and blasted the mothership with so much torpedo's my whole screen lit up, 10/10 would do it again, it turns out the problem might be the memory leak i got before doing it i literally got two. In any case im gonna have fun blasting blue ships

Edit 2: Hahahaha Boy didn't expect that weird ability nonetheless ill chase after it
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on October 16, 2021, 05:05:28 PM
New Skin pack, some orangey brown shenanigans by a user called Nes, check it out on the main post.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: MrVolk on October 22, 2021, 04:56:01 PM
Really love the mod!

the ships work well, they lçook good and totally look like they fit with the vanilla designs

a question tho, about the burke... is the big ass cannon on its frame just cosmetic? or it should be working, but it aint working coz i'am running the latest game version?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Helldiver on October 22, 2021, 05:19:03 PM
a question tho, about the burke... is the big ass cannon on its frame just cosmetic? or it should be working, but it aint working coz i'am running the latest game version?

That's a big sensor mast, you see it in its built-in range-boosting hullmod ("Gravimetric Mast" IIRC).
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: nDervish on October 23, 2021, 04:06:05 AM
Great mod, and I'm really liking the gameplay, but...  How would I go about modifying (or, if necessary, removing) the "rift" visual effects when visiting Anargaia?  Having my eyes blasted with all that pure, bright white borders on painful, especially when most of the rest of the game is low-intensity colors on dark backgrounds.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on October 23, 2021, 03:28:28 PM
Great mod, and I'm really liking the gameplay, but...  How would I go about modifying (or, if necessary, removing) the "rift" visual effects when visiting Anargaia?  Having my eyes blasted with all that pure, bright white borders on painful, especially when most of the rest of the game is low-intensity colors on dark backgrounds.

You would need to set up an IDE and create your own JAR from the files in the src folder, the effects are scripted.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: nDervish on October 24, 2021, 05:45:37 AM
Great mod, and I'm really liking the gameplay, but...  How would I go about modifying (or, if necessary, removing) the "rift" visual effects when visiting Anargaia?  Having my eyes blasted with all that pure, bright white borders on painful, especially when most of the rest of the game is low-intensity colors on dark backgrounds.

You would need to set up an IDE and create your own JAR from the files in the src folder, the effects are scripted.

Ah, that's a bummer.  I figured that, worst-case, there would be a flag in one of the configs which tells it "use this effect in this system", which could be removed to just get rid of the effect entirely.

If it's completely hardcoded, though, then I can grab a jdk and go to town on it.  Do you remember offhand which source file the effect is defined in?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on October 24, 2021, 02:59:44 PM
the Anargaia system file, its just a few inverted solar flares layered on top of one another
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: nDervish on October 25, 2021, 01:18:56 AM
the Anargaia system file, its just a few inverted solar flares layered on top of one another

Cool.  Thanks!
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on October 31, 2021, 05:10:43 AM
Colonial Showcase | Qatol

So I realize that it has been quite a long time since I've released any kind of evidence that I am still developing this mod to the general public, I do keep up semi-regular posts for my patrons on patreon, but progress is slow, such as my life is right now.

With this in mind, I've decided to share the latest ship to finish initial implementation with the world at large, meet the Qatol phase destroyer!

(https://i.imgur.com/COnoz9M.png)
 
I'll admit, this ship wasn't initially planed and is mostly an excuse for me to design a space submarine.

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

Despite this, it still turned out rather powerful (perhaps too powerful, although only further testing can determine that)
(https://i.imgur.com/J2s2lon.gif)

It is slightly reigned in by a custom hullmod that adjusts some of the phase stats, but this is as much for flavor as it is gameplay.
(https://i.imgur.com/hN54iTh.png)

So yeah, I'm not dead, development isn't dead, I just have too much work to do and modding time is thus, fairly limited.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Kragh on October 31, 2021, 04:53:53 PM
No worries, I'm just enjoying playing with this. Update when you feel the need to :)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Jade Tendency on November 02, 2021, 04:03:48 AM
Technically all spaceships can function as submarines.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: FranzDenKaiser on November 06, 2021, 01:22:12 AM
Was there a change to the "Scent of Adventure" quest? I've been in bars and taverns all across the sector and have yet to find that pirate who tells me where it is.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on November 06, 2021, 04:01:12 PM
the level had to be changed with the last major version of starsector but that's it.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Fishdrone on December 04, 2021, 02:36:56 PM
I found this
Spoiler
(https://i.imgur.com/RWHfLNZ.png)
[close]
Is it from your LoA? I thought so because of colonial initiative design type. If true, is it supposed to go with question marks? (Otherwise sorry for disturbing.)
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Obsidian Actual on December 04, 2021, 04:10:08 PM
@Fishdrone

Spoiler
Yeah, they are named ?????? on purpose in the mod files. You'll find these mysterious (pre-Collapse?) derelicts floating in proc-gen systems.

Even after restoring these vessels, one quickly discovers weird quirks on some of them that make piloting them a pain... at least if you're a stickler for orthodox spacefaring...
[close]
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Fishdrone on December 05, 2021, 01:54:13 AM
@Obsidian Actual

Thanks. I was afraid it was a bug.
Spoiler
P.S. If I understood you corrrectly, I am definitely not. Gates are salvation from indigenous hyperspace.
[close]
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Rhodan on December 13, 2021, 09:17:05 AM
Hello,
great Mod, little bit of ctd info. Got a NPE while in a fight against the ARS, dont know if that is a new issue with some api changes after the update or just a weird little interaction with other mods. Hope the trace helps debugging for a comp. fix.
Spoiler
4420481 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.shipsystems.loa_flakcurtain_stats.apply(loa_flakcurtain_stats.java:68)
   at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Jaghaimo on December 13, 2021, 10:01:40 AM
Hello,
great Mod, little bit of ctd info. Got a NPE while in a fight against the ARS, dont know if that is a new issue with some api changes after the update or just a weird little interaction with other mods. Hope the trace helps debugging for a comp. fix.
Spoiler
4420481 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.shipsystems.loa_flakcurtain_stats.apply(loa_flakcurtain_stats.java:68)
   at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Most likely this bug - https://fractalsoftworks.com/forum/index.php?topic=23150.msg347617#msg347617 - non-missile custom AI causes CDT. Nothing to fix until it gets patched by Alex.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on December 13, 2021, 04:33:46 PM
Hello,
great Mod, little bit of ctd info. Got a NPE while in a fight against the ARS, dont know if that is a new issue with some api changes after the update or just a weird little interaction with other mods. Hope the trace helps debugging for a comp. fix.
Spoiler
4420481 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.shipsystems.loa_flakcurtain_stats.apply(loa_flakcurtain_stats.java:68)
   at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Most likely this bug - https://fractalsoftworks.com/forum/index.php?topic=23150.msg347617#msg347617 - non-missile custom AI causes CDT. Nothing to fix until it gets patched by Alex.

Correct, in general I'm waiting a few weeks for all the needs of the new update to be known, hopefully I won't have to do much more than update the version though.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: ChristophHRO on December 13, 2021, 08:35:38 PM
Hello,
great Mod, little bit of ctd info. Got a NPE while in a fight against the ARS, dont know if that is a new issue with some api changes after the update or just a weird little interaction with other mods. Hope the trace helps debugging for a comp. fix.
Spoiler
4420481 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.shipsystems.loa_flakcurtain_stats.apply(loa_flakcurtain_stats.java:68)
   at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Most likely this bug - https://fractalsoftworks.com/forum/index.php?topic=23150.msg347617#msg347617 - non-missile custom AI causes CDT. Nothing to fix until it gets patched by Alex.

Correct, in general I'm waiting a few weeks for all the needs of the new update to be known, hopefully I won't have to do much more than update the version though.

Excuse my noobness, but does that happen often? Is it unplayable now?
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: T1 on December 19, 2021, 02:54:46 AM
i have zero idea how these forums work zzz
anyway, so far ive encountered two problems that make the game crash
first of all a frigate and cruiser with the ship system ''al_magplating'' (when combat starts)
and next up (ive been too lazy to dig deeper) a ship from this faction that spawns mines causes the game to randomly crash mid combat
i really love the weapons this mod provides so i hope these issues will get fixed at some point soon.
Title: Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
Post by: Gwyvern on December 19, 2021, 05:37:44 AM
i have zero idea how these forums work zzz
anyway, so far ive encountered two problems that make the game crash
first of all a frigate and cruiser with the ship system ''al_magplating'' (when combat starts)
and next up (ive been too lazy to dig deeper) a ship from this faction that spawns mines causes the game to randomly crash mid combat
i really love the weapons this mod provides so i hope these issues will get fixed at some point soon.

To my knowledge you need only update to the current version of SS to fix those two issues.

I plan to start looking into a proper update monday.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on December 20, 2021, 06:20:35 PM
Legacy of Arkgneisis v1.9.11

- A quick update for the new major version of Starsector, practically speaking it's just a few balance changes, so this update should be save compatible.

- Incendiary weapons have had their ranges increased by 100su

- Pellet Gun and Pellet Cannon have had their damage values increased by 100 and 300 respectively.

- Pellet Cannon has had it's flux cost increased by 200

- Shield Pike and Shield Lance have had their damage values reduced by 5 and 10 respectively.

- ARS orbital station hulls now have descriptions.

- Reload of Anargaia's Gigaton Lance reduced by 10 seconds.

Get it now at:
Patreon: https://www.patreon.com/posts/legacy-of-v1-9-60156162
Nexus: https://www.nexusmods.com/starsector/mods/23
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Algoul on December 21, 2021, 09:19:51 AM
Thank you for your work Gwivern.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: kazeraion on December 25, 2021, 04:32:32 AM
Just wondering if anyone have tried this mod with Archean Order. I know thats an overhaul mod that changes alot, but i love the Arkgeneisis ship designs, and was thinking of trying em together. Think maybe they'll be too unbalanced for each other?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on December 26, 2021, 06:16:30 AM
Just wondering if anyone have tried this mod with Archean Order. I know thats an overhaul mod that changes alot, but i love the Arkgeneisis ship designs, and was thinking of trying em together. Think maybe they'll be too unbalanced for each other?

Given the sheer number of mounts and flight decks common to ships in that mod I'm not confident the ships contained in this mod would be able to accomplish much.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: NikoTheGuyDude on December 29, 2021, 06:53:44 AM
Just popping to say I ADORE the music in this mod. It's unique for starsector, yet sounds great and even fits in starsector's style in it's own way.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on December 29, 2021, 03:46:43 PM
Just popping to say I ADORE the music in this mod. It's unique for starsector, yet sounds great and even fits in starsector's style in it's own way.

The musicians did a wonderful job with them, yes.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Algoul on January 12, 2022, 02:35:54 AM
18499021 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.shipsystems.loa_shrapnelmine$1.handleMineDetonation(loa_shrapnelmine.java:200)
   at data.scripts.shipsystems.loa_shrapnelmine$1.advance(loa_shrapnelmine.java:187)
   at com.fs.starfarer.title.ooOO.for$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

First time i see eror by arkgenesis - but also first time i meet fleet with this big long rare battleship.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Ruddygreat on January 12, 2022, 02:38:21 AM
18499021 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.shipsystems.loa_shrapnelmine$1.handleMineDetonation(loa_shrapnelmine.java:200)
   at data.scripts.shipsystems.loa_shrapnelmine$1.advance(loa_shrapnelmine.java:187)
   at com.fs.starfarer.title.ooOO.for$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

First time i see eror by arkgenesis - but also first time i meet fleet with this big long rare battleship.

update your game, this was fixed in -rc6
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Algoul on January 12, 2022, 06:48:09 AM
Ok thanx
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: pucin on January 15, 2022, 05:25:49 PM
I found alastair and lion and play with them all my party, very good ships and perfect graphics
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: JoinTheDarkSide on January 16, 2022, 01:52:00 PM
I absolutely love the stile of ships from this mod!

That being sad I'd encountered strange behavior when using Nex's faction direction function with this mod.
When I try to use it to point me to ARS it shows me this (thankfully the game does not crash)
Spoiler
(https://i.imgur.com/FQBgmbH.png)
[close]
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on January 16, 2022, 03:28:37 PM
I absolutely love the stile of ships from this mod!

That being sad I'd encountered strange behavior when using Nex's faction direction function with this mod.
When I try to use it to point me to ARS it shows me this (thankfully the game does not crash)
Spoiler
(https://i.imgur.com/FQBgmbH.png)
[close]

Probably because the ARS doesn't operate any non-hidden bases, or maybe it cant handle Anargaia's movement, either way, not much I can do about it.

To find the ARS, check bars, every now and then you'll find someone taking a drink you can bribe for base locations.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Grizzlyadamz on January 19, 2022, 04:00:56 PM
Thanks to the magic of save-editing and the cool ground-support ships in this cool mod, I now have a Phantom with a couple of gunboats it can deploy.
Many thanks!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 19, 2022, 11:06:18 PM
nice ship designs will definite by using
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Fatman_D on January 20, 2022, 08:13:42 AM
Love the unique mechanic design! Is there any plan to integrate the mod with other content expansion mods like industrial revolution? It seems that in the current version it's impossible to get an ambassador from the ARS.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 20, 2022, 04:19:17 PM
Where do you find those ship in game
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on January 20, 2022, 09:01:25 PM
Where do you find those ship in game

which ships?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 21, 2022, 09:08:01 AM
the buyable ones.

By the way i do enjoy the look of most ship of this mod a lot but have a hard time seeing their specific qualities...

The fox seem a bit slow for a frigate/shuttle that supposed to dodge like a Kite but isnt civilian hull...and have no missiles slots
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 21, 2022, 09:57:06 AM
whats some nice fittings you guys used on these ships?

read through the thread. like the one guys battle report of his campaign and difficulty faced. glass canons? bad hull...armor...shields...flux? boy i can see im going to be frustrated!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 21, 2022, 09:25:13 PM
First I do enjoy a lot the fact that you made ver cheap vessel like the fox and that a good part fo the ship of this mod are in the frigate/destroyer category.

Havent got my hand on many ship yet in the cruiser/capital size.

Fox and its variant SE and P are enjoyabel to use like Kite but their lack of missiles and lower overall stats make them kind of Meh in comparison.

Walsh and Walsh SE seem to lack OP or raw stats to even sustain their guns...meaning they are often easy kill for other friagtes like wolf and lasher.
The Walsh build in gun is great(even more in battle vs big targets. The special system not so much... building hard flux on a ship with less flux/dissipation than a lasher is very dangerous...
The SE version look better on paper as a all rounder with AAF but suffer again from poor dissipation low OP and lack of mobility or range (compared to lasher and wolf once again)

Sherman do their job of being cheap punching bags. once again a bit light in capcitor or/and flux

Reid have supposedly more fire power than a lasher but without AAF it cant use it without self overloading

The cruiser feel fine to use, they are brittle but  are usually faster or punchier for their maintenance cost than other cruiser.

Edit: I think a lot of the balance problem with smaller ship come fromt he fact that lasher have now extra range and wolf a mobility and flux advantage
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on January 21, 2022, 11:49:20 PM
Edit: I think a lot of the balance problem with smaller ship come fromt he fact that lasher have now extra range and wolf a mobility and flux advantage

lowtech, midline, and ballistics did pretty much get overall buffs recently, and many mods havent quite caught up yet, for instance the bullpup autocannon is a slightly worse light assault gun now, when before it had a range advantage to make up for the slightly worse flux and damage
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 22, 2022, 03:52:12 AM
Edit: I think a lot of the balance problem with smaller ship come fromt he fact that lasher have now extra range and wolf a mobility and flux advantage

lowtech, midline, and ballistics did pretty much get overall buffs recently, and many mods havent quite caught up yet, for instance the bullpup autocannon is a slightly worse light assault gun now, when before it had a range advantage to make up for the slightly worse flux and damage

True true but weapons alone aren't enough to make such difference because before lasher coudl come with bullup autocanon and more mods guns.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 22, 2022, 11:17:01 AM
Hi I like the faction story of this mod. I like the ship designs and I like the fact you have NOT over powered any of your ships like other mods Lol.

Unlike others I am playing as this faction so have access to all the ships so to speak.

(HOWEVER  :) ).

My experience thus far has been mixed. I am using the McNamara as my main ship. I find its engines flame out constantly...if this is a result of the use of the engine speed special thing, then well its pointless to use. Or is it being hit on the hull and the subsystems are very weak and prone to malfunction? I can't tell. But I often find myself spinning helpessly ALWAYS in critical moments. Very frustrating. Still can't pin down the cause.

I find the ships overload very fast, get high flux. They can't sustain much hits, while firing before overloading. So head on engagements is really not in. And I don't mean to use them in head on engagements, but sometimes you have to close distance with a single ship to deliver finishing blows and most lack the power to even do that. Finishing off ships from distance don't reallty work because most weapons aren't powerful enough. So long as an enemy has even a sliver of flux space, he can raise/drop shields from distance and keep going back, since it takes a while for the weapons to reach. Leaving closing the distance to finish a wounded foe the only option. Which opens you up to serious repercussions.

The lack of ANY heavy slot on the McNarama makes it to me not so much a heavy assault cruiser, but kind of like a tactical assault.

I find the Burke class a shining beacon. That single large gun...able to really work to the doctrine strengths. The burke class deals more trouble than the McNamara. Maybe I am using bad weapons shrug. But I try to find a balance of long distance but good damage. And some are anti shield and some anti armor.

The Hawk class, haven't used it enough to say.

Overall, I agree with what someone else said, that recently, the buffs received by low tech, the burn drive being able to cut out, better armor or polarized plating and special abilities, has thrown off SOME balance here.

As someone playing your guys who has access to most, maybe you can tell me to try various things and I can test to see if that helps, whether tactics or fittings and we can bring it back to balance?

Love your efforts. thanks!

Look forward to hearing others with a lot of experience with it. Current feedback, as old feedback might not be relevant to the recent game.

edit:

Ive been refitting the McNamara, seems a bit better than before. I am very happy with my fitting on the Victoria class, a surprise there. working nicely.

These ships need point defense though. With those small shield arcs, some powerful missiles slip in. So definite on the point defense. So I choose to go with PD arm emitter, a special thing added by some mod, so sure up PD lacking on ships which dont have point defense guns.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 22, 2022, 03:36:58 PM
Trying a full Exodus initiativ run right now


Both Burke P and normal are both quite good, like cheap manticore with more raw firepower(P)/or range(standard) but less sustain, and like a fish out of the water if caught without an escort. for 9DP they are "good" thank to being the only destro with +40%range or large missile+large bvalistic. Be carefull most destroyer in their price range ( hammerhead and enforcer)will eat them alive, and two of them will still struggle with most cheap cruiser, they get our ranged by capitals... their prefered targets are slow target for the standard version, and frigate or destroyuer for the P version.


Walsh and Walsh P truly lack something to realy shine, the siege canon(too flux intensiv too long to reload) or AAF even on a super cheap ship isnt enought to be so much worse than a lasher, maybe just give it more OP to represent how easy it is to customise it? 50-55 OP look like a minimum even more for a 6dp ship, or maybe give it a slightly smaller siege canon(halved stats) because it require to always save at least 500 flux and shot very far but very slowly so it is pretty much an oportunity gun, it also make the mid size slot a bit redundant(and costly in OP). Also it need ITU if it doesnt want to be bulied for using a med sized gun. the Walsh P do a bit better than the normal one and with Monkey system it is also cheap to maintain so that something... for 6dp they arent very good... useable but they dont really shine.

Fox P, SE and normal are all and insteresting choice compared to a Kite, like Kite(A) on steroids but no missiles. But since Kite are kind of Meh they too kind of suck. fox normal can try the EMP lighning rush but its most of the time pretty suicidal. 2DP fun to use, can effectiv in group or as a cheap emp spammer. or a suicidal turbo car for the pirate version

Victoria is the first ship with Siege canon that have the capacitor and flux to really use it with its guns without requiring to hide behind everyone...feel like using a destroyer sized afflictor that cannot phase but will stay longer in the fight and have a macro canon, a good support/line  vessel.

Reid is decent for a frigate but a bit weak for its maintenance and DP price, a scarav is only a dp more. It barely can face a wolf or lasher in 1vs1 scenarios, first decent ship for using the electro-overload subsystem for attack tho.

Taylor normal and SE and Taylor P all look like worse Mule. the double medium guns fortunately make it flux efficient against its specialised target(amor/shield) but still unfortunately consume flux at an alarming rate for a ship of that size, it also have less PPT and mobility, the Standard is a gunboat destroyer it can punch decently, the SE is supposed be agile but its not very usefull when your so meh... the P version come with a converted hangar and cost 10dp not a condor but can fight back so that something.

Sherman does it job and it does it well, with and officer with defensiv perk or S mod and its sub system it can tank way above its price tag, unfortunately it cannot push back anything...the two side missile slot allow only guided or pd missiles, for 4dp a frigate with heavy destroyer or light cruiser armor not a bad choice.


Hawk P feel incredibly good to use, its truly a destoyer and frigate bully, it also can support other ship in their assault and tank a bit, it unfortunately suffer fromt he AI trying to broaside with it all the time and thus is unable to tank as much as expected with its 90° omni shield arc...also it cannot fight back any cruiser or bigger target alone, the basic falcon being able to win 100% of its battle against it in a AI 1vs1 fight, for me it need speed to be able to utilise its guns, its agile but most cruiser can simply outrun him. 15dp and 12 maintenance a bargain if you need a multirole broadside cruiser, with extended shield it can fill many role, screening/fighter wings hunter/carrier,frigate,destroyer hunter.


Overall Those experience are without the use of S-mod but with it suspect the OP starvation can be aleviated and the poor flux/capacitor too througt hardened shield and extra vent/fluxcap.
Also a with their design base on med sized guns and slim design they look like good ship for hit and run but they dont have enough speed for it, or their mobility subsystem are a bit too short.

will post about other ships once I get them, but since they are kind of piratus its hard to get my hand on their ships...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 22, 2022, 05:41:22 PM
my mcnamara keeps flaming out when hit lol...then it dies. because it just spins forever while the enemy closes in and pummels it. not encountering this with any other ship, and it isnt the engine ability...just takes a hit because you know its shield coverage is bad and missiles or flanking ships send in a shot and then BAM flameout..
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 22, 2022, 06:11:33 PM
my mcnamara keeps flaming out when hit lol...then it dies. because it just spins forever while the enemy closes in and pummels it. not encountering this with any other ship, and it isnt the engine ability...just takes a hit because you know its shield coverage is bad and missiles or flanking ships send in a shot and then BAM flameout..

Use the pd missiles on a standard Hawke or other ship with missiles like the Taylor( or your macnamara) and tell them to escort you it should help a lot or use more carriers, or ship with the electro-overload (the macnamara has it I think) stuff it zap missilles and fighter

But i admit that except the interception missiles, the other pd guns are a bit lack luster they miss a bit too often or seem to struggle to shoot down even Pilum
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 23, 2022, 05:20:46 PM
Edit: I think a lot of the balance problem with smaller ship come fromt he fact that lasher have now extra range and wolf a mobility and flux advantage

lowtech, midline, and ballistics did pretty much get overall buffs recently, and many mods havent quite caught up yet, for instance the bullpup autocannon is a slightly worse light assault gun now, when before it had a range advantage to make up for the slightly worse flux and damage

In fact I find the bullup slightly better than the assault gun because it doesn't use as much flux/sec even if it deal less dps but more damages per shot, its easier to put them on a ship and it hit better on target where you really need explosiv damages to crack the nuts, on very hight armor target they really work better but indeed on shield or hull they are inferior.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 23, 2022, 07:00:06 PM
Suite of my ship of this mod observation.

-Hawk standar model, incredibly strong drones that cost no OP decent armement for a carrier maybe even a bit too many guns "for a carrier cruiser" for its own good. Nothing else to add its good. for 15 dp alone or in group they can be a real thorn in the side of any opponent, dont expect them to beat most stuff with their gun if you dont give them ITU but as most carrier hybris they are short in OP, considere those gun more as a way to push back those pesky frigates and destroyer that come flanking you. The extra wing subsystem also allowing some nice ass saving or extra punching every few minutes.


-Hawk SE model same as Standard but you have to "pay" for the fighter wing. For 15dp its a bargain. If you want to keep the hybrid battlecarrier feel put 0OP cost fighter wing like monoraildrones, or go crazy to enjoy high cost fighter in a very small and cheap package with a targeting feed subsystem. Also only paying 12 maintenance isnt too bad. strangely super hard to find. Like the Taylor's

-Hawk P see my opinion on it a few post before.


-Macnamara  OH BOY is it a "good" one, at first look like a super bad eagle... 25DP for THIS!? terrible flux/cap ,armor is meh speed look meh. But the beauty of this ship lies in two things...
its 7 med size mount frontal gun arc and its subsytem, yes you cannot just frontaly duck it out with any ship of the same price or costlier (Dominator Aurora Champion) but everything below you will cry tear of blood as you rush them overload them and fry their system with your subsystem. Its like having a very agile Cruiser EMP ship.
Also can be used as a line ship with a less attack oriented loadout, but where the fun in that? Combo well with the Victoria for the bonus damages making the mp frying that much more dangerous or Reis for wolfpacking target. is it a ship that autowin its engagements? no! is it fun to use? yes! Is it adaptable? yes! Is it really a good cruiser? hm... well... it depend what IS a good cruiser...it cannot fight high dp cost cruiser and struggle vs capitals... but with support from other ship it certainly can bring the big OOF that allow to cripple them the couple of seconds needed to ruin their day.
NB: for a strange reason this ship seem to get its engine shot all the time and by everything.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 24, 2022, 06:40:11 AM
Edit: I think a lot of the balance problem with smaller ship come fromt he fact that lasher have now extra range and wolf a mobility and flux advantage

lowtech, midline, and ballistics did pretty much get overall buffs recently, and many mods havent quite caught up yet, for instance the bullpup autocannon is a slightly worse light assault gun now, when before it had a range advantage to make up for the slightly worse flux and damage

In fact I find the bullup slightly better than the assault gun because it doesn't use as much flux/sec even if it deal less dps but more damages per shot, its easier to put them on a ship and it hit better on target where you really need explosiv damages to crack the nuts, on very hight armor target they really work better but indeed on shield or hull they are inferior.


The bullpup takes alot more to fire tho and i noticed this in comparis with the light assault gun. not much better.

Quote
-Macnamara  OH BOY is it a "good" one, at first look like a super bad eagle... 25DP for THIS!? terrible flux/cap ,armor is meh speed look meh. But the beauty of this ship lies in two things...
its 7 med size mount frontal gun arc and its subsytem, yes you cannot just frontaly duck it out with any ship of the same price or costlier (Dominator Aurora Champion) but everything below you will cry tear of blood as you rush them overload them and fry their system with your subsystem. Its like having a very agile Cruiser EMP ship.
Also can be used as a line ship with a less attack oriented loadout, but where the fun in that? Combo well with the Victoria for the bonus damages making the mp frying that much more dangerous or Reis for wolfpacking target. is it a ship that autowin its engagements? no! is it fun to use? yes! Is it adaptable? yes! Is it really a good cruiser? hm... well... it depend what IS a good cruiser...it cannot fight high dp cost cruiser and struggle vs capitals... but with support from other ship it certainly can bring the big OOF that allow to cripple them the couple of seconds needed to ruin their day.
NB: for a strange reason this ship seem to get its engine shot all the time and by everything.

I know it wasn't just ME! This ship flames out if a fighter hits it with a strafing fun...something is very wrong, can something be done about engine HP or subsystem? why does it do this? no other ship in this faction fleet suffers with that. Is it a bug? I mean you charge in to use the tactic you said...take one hit on the engine (because bad shield coverage) and boom...spinning helplessly...

how do you fit your mcnamara and your reid? also which subsystem are you refering to on the mcnamara that fries their subsystems?

I am doing overall better as I find better components. But these ships arent brawlers. need range, and wait for opportunity, one slight miscalculation and they won't survive.

oh...and its unfortunate that you cant get these ships from your faction without multiple D-mods... i have found them sometimes in blackmarket or open market of other factions without d-mods because those factions made them. the unfortunate of being a nomad group is no nice forges.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 24, 2022, 07:17:20 AM
The bullup is inferior on a purely numerical point of view, but as I said since it use less flux/sec and deal more damages per hit it strip armor more effectively and require less micromanagement to not overload yourself.

I think the hit box of the engine of the Macnamara may be a bit too big...or HP a bit too low...

When i talk about subsystem I mean the System of the ship "Electromagnetic Overload", it fry ennemies guns, engine, fighter and missiles and stuff if it hit the Hull.

My Reis are 4 monogram rai,l 2 incendiary launcher and one vulcan; Hardened shield and Reinforced bulkhead.

My Macnaamara is 3 Arbalest autocanon, 2 incendiary blaster, 2 Bulldog autocanons,4 Needle PDM; ITU, Hardened shield and Reinforced bulkhead.


I am  still trying to get my hand on all their guns and ships... the fact that they are a priate faction doesn't help.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 24, 2022, 03:15:19 PM
Lets continue my feeling about the ships of this mod

-Osmond heavy destroyer: Just go my hand on some , they are pretty decent, being able to long/med range EMP blast stuff give the A.R.S  the ability to push into ennemy line throught disabling  key unit, their gun placement is simple yet effectiv, its stats are ... subpar like any ship of the A.R.S, but with sucha good systeml its understandable, its tight in OP but for 13DP its an excellent heavy destroyer, may suffer vs cruiser and other ship of the same price but in the chaos of battle its trump card, the Alastair Web (Maelstorm geenrator for me)

-Edith AWAC: got one recently , it's "good" i guess its weak, fragile ect... but create a big aura that supposedly increase the range of every weapons around him, i don't know how much it give (flat+200? +20%) less? more?)but supposedly it should allow to outrange anything that isnt a space station. need hardened subsystem since it cost 8DP and is a frigate and need to stay around the front line as long as possible. Also equip it with super long range gun or it will suicide in ennemies since it cannot use its system and keep its shield up.

Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 26, 2022, 10:25:40 AM
Problem with the "void extraction" Industrie it doesnt add to the other production of planet... got a gaz giant with mining and void extraction yet i only get 3 volatiles...
but i still get my +2raw mineral+2raw plutonic+3food... same for any ressource in fact, if there is a basic indsutry the void extraction give nothing more...

Is it normal a little bug maybe?

It also cannot be imporved with story points.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on January 26, 2022, 08:58:33 PM
Problem with the "void extraction" Industrie it doesnt add to the other production of planet... got a gaz giant with mining and void extraction yet i only get 3 volatiles...
but i still get my +2raw mineral+2raw plutonic+3food... same for any ressource in fact, if there is a basic indsutry the void extraction give nothing more...

Is it normal a little bug maybe?

It also cannot be imporved with story points.

Unsure, to be honest, the Industry was mostly designed to help salvage bad plants and elevate them into potential viability, not necessarily stack with existing industries to produce more resources, I might need to tweak how it works.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on January 27, 2022, 01:14:36 AM
Problem with the "void extraction" Industrie it doesnt add to the other production of planet... got a gaz giant with mining and void extraction yet i only get 3 volatiles...
but i still get my +2raw mineral+2raw plutonic+3food... same for any ressource in fact, if there is a basic indsutry the void extraction give nothing more...

Is it normal a little bug maybe?

It also cannot be imporved with story points.

Upon further investigation, this is not a bug, this is how industries work in vanilla, when multiple industries produce the same good, only the largest producer is counted, since stacking industries like you propose would make it incredibly easy to generate absurd amounts of income.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 27, 2022, 05:27:33 AM
wait you can put the same industrie multiple times on One World?
 How many base does the reclamation got? 2+1moving, more?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 27, 2022, 11:21:00 AM
Finaly got my hand on some ship crafting...So lets continue the ship review withe Caswell, Lyons and the King:

-Caswell: very good 95op 2 fighter bays+5 frontal guns with good arks+2 back guns+ 2small missiles in a small package and a small 12dp price. nothing much to say its good. maybe a bit held back by the fighter of the A.R.S. it can be a bit OP tight if you give it two costly fighter wings but it will still do okay. Its system is like a inferior DOOM mine, fun to use and not on a phase ship so doesnt feel as ridiculously powerfull...

-Lyons: a Caswell and an Hawk fused together into a very decent carrier cruiser small medium guns with very good coverage and 2small missiles 2 figher bays, 145OP is a bit low for a multi role cruiser (only 35more than the Hawk and 50compared to Caswell). Extremely flexible, maybe ineficient DP useage as a full Carrier but can easily be pushed a bit more into guns or fighters as needed. Its siege canon combo very well with its role as a support cruiser. its system allow it to tank quite a lot and survive the frigate+destro rush that can happen in battle. But dont expect it to 1vs1 safely anything with such a tight OP budget.

-King: a very big dissapointement... on paper a cruiser with a large slot and omni loader to exploit it to the max. In reality overload way too fast, witout a very big capacitor bank it cannot use its system or large slot effectively...
2small+2medium+1large +4small missles pointed to the front look very good on paper but as all ARS ship its suffer from poor cap and flux stats, poor hull armor and mobility. for 20DP nor enjoyable to use or have in the fleet... even more annoying is that its very close to the Macnamara in firepower DP and weapon choice...but only it, it cannot rely on its system or it will risk overload then death. closer to a paper tiger than a glass canon as I originaly expected...

Also its barely cheaper than the Lyons that is a carrier and have the same number of OP and lack defensiv forward mount to slap fighter and missiles, I will try it a bit but will probably take two lyons or a second Macnamara or maybe two burke if it really want long range large guns.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on January 27, 2022, 02:50:07 PM
wait you can put the same industrie multiple times on One World?
 How many base does the reclamation got? 2+1moving, more?

I don't know what reclamation means.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SafariJohn on January 27, 2022, 03:17:30 PM
There are no game mechanics that use the term reclamation.

An industry can not be built multiple times at one colony. Different industries that produce the same thing do not stack at one colony, either. Doesn't have anything to do with LoA.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 27, 2022, 03:54:55 PM
wait you can put the same industrie multiple times on One World?
 How many base does the reclamation got? 2+1moving, more?

I don't know what reclamation means.

I meant the mod faction, the ARS (The Anarakis Reparations Society).
I mean how many base /planet does the faction control?

I found Lima base, Uber harbor, Merlin harbor and the Anargaia any other base to find?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: OperaWolf on January 29, 2022, 02:19:41 AM
Upon further investigation, this is not a bug, this is how industries work in vanilla, when multiple industries produce the same good, only the largest producer is counted, since stacking industries like you propose would make it incredibly easy to generate absurd amounts of income.

Made sense to me when I first used it. I got the general intent from the tooltip right off - it lets you pull in some extra stuff if your colony doesn't support it naturally.

I'm not entirely sure how import/export works between colonies though. Is it the same way? As in, if Gas Giant A uses this Industry and generates 2 Food, does that mean anything if Terran World B generates 10 Food to import, overwriting the 2 Food Gas Giant A generates for itself? I guess just some added income?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SouljaWolf on January 29, 2022, 06:41:39 AM
How to I fight the unknown ship since it says "we'll sell the data and let some other idiot wander into that deathtrap." where can I find this data?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 29, 2022, 11:25:00 AM
Finaly go my hand on the the capital ship of the ARS the "Arsenal" and the  "Alastair" they are in the continuation for the previous ones, slightly inferior to every ship of the same caliber but with an interesting system for a twist.

-Alastair: a Battlecruiser, as its description suggest it suck as a anchor capital ship, cannot flux war or tank effectively not that much dps, but its extremely fast for a capital.
60-70 movespeed is heavy cruiser of mobility and the the Alastair Web system make it a very strong disruptor and bully. And that pretty much it...All the stuff of previous ship duck taped together into a capital ship.
4 shot siege cannons 2larges 5mediums 5smalls 6small missles and 2fighter bays, a decent armement but with lower flux stats than other capitals. 2805P for 40DP its a bit of a dissapointement BUT if you babysit it, it will destroy everything smaller than him to create the numerical superiority you will need for destroying the ennemies capital ship, unfortunately if they have too many capital ship it can be very annoying because the Alastair will feel a bit like a dead weight.. most of its guns are a lot in the back of the ship meaning it can get shot and not lose fire power but also it lose a lot of range. Final words about it, it tend to act more as a carrier than a capital and thus often dont enter its guns range if you dont control it.


-Arsenal: the missile spam box, a system to reloads missiles as many times as you want, so you can create an infinite pressure (Mrm rod spam) machine or burst beast with Astropo/hammer/reaper, annoying because its easy to run out of them? No problem! Nanoforge more of them! the guns placement is very good, the size a bit less, but its only 35DP, so a super cheap capital ship.
Since it rely on small missiles for most of its job it doesn't suffer from its lower than average for a capital 235 OP. Also decently fast for a capital.


As its the final chapter of my ship review what do you think about those ships and how do you use them?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 29, 2022, 01:39:02 PM
Here is my experience...

McNamara...awesome heavy cruiser. build in ITU and heavy armor. 5x bulldog autocanon, 2x Pellet Gun and 4 missiles of your choice . 30/30
tactic: its overload engines helps it get in position for a quick strike on an exposed enemy. The 5 bulldogs are low flux a shot and really help the pellet guns pound the shields, and then fire missiles once enemy is reaching flux. The Pellet guns are a must, they really hit hard. Needs a frigate escort to protect its flank from fighters, hits on engines will cause problems.

My fit fluxes out fast with shields up, but with your range and 1300 armor u can take some hits while finishing opponents.

King Class: Very happy with this one over the Hawke carrier. Surprised by your bad luck with it. Fitting: 28/24, Heavy armor/ITU built in. 2x Pellet gun on the sides. Medium Combat Laser (keep enemy flux high) two missiles of your choice, I use 2x breach. 1x bulldog auto cannon in the center. Bullpup auto canon on the front small ballistic.  Duke Gunboat and Jack combat drone for fighters. It holds its own well.

Victoria...oh baby love these strong. I hate the reid destroyers. Victoria fit: Targeting unit and upscaled shield core built in. 20/20. 2x Micropellet gun on wings, 2x light macine gun and 2x light mortar and medium combat laser in the middle. could change for a bulldog autocannon. Ive found the victoria works best with the lesser flux heavy weapons tho. the one with the light mortar and light machine gun has 472 flux disspation and 557 flux/sec for weapons. absolutely controls other destroyers or cruisers. good fire support for your heavy hitters to help overload heavier ships shields.

2nd Victoria fit with story weapons: change light machine guns for 2x rupture canons. change light mortar for 2x bullpup autocanon.

Good range on this ship added siege canon. I love having 6 destroyers and 3 frigates in my fleet volleying those things.

I use the Walsh frigate because of the siege canon, but the Reid heavy frigate is cool too.

Hope this helps. Try my King fit and victoria.

Havent got the alistair yet, still looking, where did you get yours?

Oh the Osmond I fit for range. heavy plasma driver, pelletgun, 2x bullpup canon, 2x rod mrm, 2x bongo ciws, ITU built in. Havent built in second mod yet. Probably armor maybe. Love the web, decimate groups of fighters. but the victoria is superior.

Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 29, 2022, 02:59:52 PM
Your Equipment for the King with fighter bay is not possible only the  Lyons have fighter bays, I think you misstook one ship for the other. Or i didnt understood you.

The King have extra guns and small missiles slot but no fighters bay

But yes the Lyons is an excellent gunship/carrier but its a lot costlier than the Hawke both in maintenance and DP

I got my Alistair by building it in my colonies throught plans bought in the ARS colonies, only possible if you are commisionned.
I got the Arsenal in a battle against a fleet with one and using a story point.


Didnt you find the fighter of the mod a bit weak? Or is it just me? they deal  fragmentation damages so they struggle against shield AND armor or they have beam weapons (ace and earl) so they only generate soft flux and since they arent particulary fast nor sturdy either they dont look like they are worth their op price, except the monorail drone and the jack since they are drone and dont consume crews. But i guess i got spoiled by 6OP gladius 8OP broadsword and 10OP pyranha...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 29, 2022, 06:23:29 PM
hey yes I mixed them up sorry. THe lyons doesnt impress me at all. Its probably because its armament is less impressive because it has 2 fighter bays, but yes the fighters and gunboats are not very good, so its gimpy them.

i am struggling now in late game against large hegemony fleets. Dont know if my tactics are bad, or im outgunned, but yeah I might need to get a non faction ship to complete. like onslaught. Our battle line is missing a tanker. If the AI was better, and my heavier ships stuck together on the battle line to pool Point defense, shield power and firepower then it would be better. but when you lookg a heavy cruiser is off chasing a frigate, and you have 2 battleships escorted by cruisers baring down on your battlecruiser and its destroyer escort.

not impressed by the alastair its hull and armor are bad, and it fluxes out really fast. I put two pellet canons on it but they draw 2800 per shot...thats 5600 flux just for two shots...this ship doesnt have the flux to handle large weapons. and its slow, so it has no redeeming qualities like the Mcnamara, the ability to go fast and get out of trouble.

one against one i can barely beat an onslaught in simulation with it,, but the AI battle line always seems to be well put together more so than my AI pilots.

here is afleet which pummeled me.

(https://i.ibb.co/HN45mzG/screenshot010.png) (https://ibb.co/Q8QysNY)

My fleet is

One arsenal ship
2 Alastair
4 MacNamara
2 Lyons
2 Kings
1 Hawke
3 Victoria
1 Osmond
3 Walsh
9x fighter wings assorted.

I think looking at it I am outgunned. I have 2 BC, 4 heavy cruisers and and 4 cruisers. on my battle line. Both my BC needed to deal with one onslaught and he has two. then he has like 2 battlecarriers, so its almost like 4 battleships. then my heavy cruisers are taken by the battlecarriers, which leaves my 4 cruisers to deal with his destroyer and cruiser spam. my battle limit is set to 550. wonder if i could bring in ALL how i would do lol. ill try that.

ive tried setting 5ships to follow my mcnamara around and flank,doesnt work out. those battleships put out so much firepower, and long range nothing can stand up in front of it too long

my range advantage of this faction is out the window in this fight, cant break tank from range, cant flank, and cant go in toe to toe.  I do think their fleet massively outguns me, but I have a hard time thinking what I could add to make up for it. the alastairs dont do well. So bringing in 4 of them in one they would get outflanked. If my ships could take down some ships and trade evenly then i feel eventualy i could win the fight, but i dont trade evenly, cant get their capitals killed. and moving in for a kill on a cruiser, they get immediately supported by his heavy ships...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 29, 2022, 07:30:57 PM
Take some "Edith AWAC" (i take two and tell one them to escort a big ship  then bring the other one mid battle when the first one have to retreat) they are costly and mostly support but they will give you the extra range to make even mid range guns like chemical thrower, bulldog autocanon and  other reach 1200+units range. Also help smaller  ship against capitals and cruiser.

You have to use your ability to bully the small ship early on and dont hesitate to retreat after a good engagement(even if you dont have 100% clean dissengage) to restart a battle even if you cannot escape, not rare for me to win against very big fleets(like 2-4 hegemony fleets) in two or three engagement, first battle kill the frigates en destroyer seconds one win or destroye cruiser third one finish the capitals.

My line up is way lighter in big ships, and I was able to defeat equal or bigger threat than you so IMHO you put too much emphasis on big ships:

1Arsenal (the Missile box, or Boombox in short)
1Alistair (the Hammer of the ARS)
1Macnamara (the bigger better and badder Reid)
1Lyons (decent guns to fight destro/frigate and brign two wings
1King (as a long range glasscanon it has its place but i can see the point of more than 2 in my fleet)
2Osmond (a bit less powerfull than the Victoria but got a perfect support system)
2Victoria (good ship with an awesome system)
2Caswell (for fighter defence if ennemies are fighter heavy, with twin jacks/aces or barons)
2Edith (for the extra range aura, only deploy one at a time)
4Walsh (omnilaoder spammer and support siege canon to focus/finish a target, destroy fighter/bombers squadrons)
2Sheperd (perfect distractions)
2Reid (flank like no other ship in the ARS)

A classic deployment for me is:
1Arsenal 1Alistair 1Macnamara 2Osmond 2Victoria 1Edith 4 Walsh 2 Reid, that is 14 ships instead of your 10 it cna make a big difference to avoid seeing your big ship picked one by one. The ARS dont have Onslaugth or Paragon, don't try to 1vs1 the big stuff.

Dont forget to avoid to lose too much CR before retreating. Also ARS ship lose low tech amount of CR than most ship of their size if summoned into battle.

As you said Alistair don't have great flux nor capacitors so use guns that are less flux intensiv even if you lose raw power because its BIG and cannot avoid taking hits so it need flux for shield...
Mine don't use pellet canons(too flux intensiv) I prefer common Arbalest/Heavy autocanons
Here my load for my Alistair

ITU, Hardened Shield, reinforced bulkhead (to not lose it if it dies)
2monogram shredder good range 1600 and deny any form of venting safely
2Heavy autocanon for fluxing and 1280range
1buldog autocanon dont need more the siege canon already hit quite hard in explosiv damages
6x Can MRM for the burst fluxing against shield
4 light plasma drive, nice to kill missiles and fighter or small ship that comme too close can be removed for extra OP
2back CIWS BASS for circling missiles and fighters, can be removed if you need extra OP
if i use S-mod 2 Earl or Baron, twin Duke is too costly for a battle carrier...
if no s mode  2x jack(all rounder) or 2x monorail drones(extremely cheap and put pressure)
55cap and 55vent, the base stats are so bad you need to max at least one and have the other at around 30-35 at least...

It cannot win any 1vs1 but its not its job, he come in battle as a hammer, get in with its 110speed when at 0flux, unleash hell then retreat to vent and reload its "can MRM" get another target rince and repeat.

The best weapons of this mod are the unlimited missiles like the Can MRM, String MRM and PD Needle, put some on every of your ship to counter ennemies fighter and missiles(Needle PDM) to break shield(Can MRM), saturate the ennemies PD and sometime EMP them (String MRM). And more importantly generate pressure all the time. Avoid sabots Breacher and more normal stuff if you can.

Avoid micro/gun/canon Pellet if the ship doesnt have max vent and capacitor or few guns like Walsh, Arsenal or King(thx to the Omni loader), Macnamara work better with flux efficient guns like common Autocanon than pellet guns for shield fluxing, it is a fast ship that will usually get into the fray because of its system because he try to EMP other ships.

Bullpup/dog Autocanons, Incendiary Sprayer/Blaster and shield pike/Lance are all very good, thanks to equivalent/better range than their common counterpart but stay Flux sustainable.
Monogram rail and shredder are very good as pressure or anti fighter guns, dont under estimaet them because they don't bring big numbers.
Pellet and Plasma guns are more situationnal. light Plasma driver are always good since they PD and shoot small ship well. Plasma Driver are... meh but work well if you can overload the target then want to dps it down to death the large Plasma canon is super meh because of the soft flux...
Except Walsh(med slot  and omniloader), King( large and med slots and omniloader) and Macnamara( med slots and speed) I saw no other ship that can use plasma well.

Also dont forget the Hawk and its variant, the P variant is a very good and fast gunboat and the standard oen bring a very good wing of heavy drones yet still have 110OP for guns and mods, or the Burkes they are good for a battle line type of play, for exemple the Burke P bring a large missile slot for very cheap and the standard Burke  has Cruiser with ITU range(+40%) and 1large gun+2small gun slot that shot at the front and 4 PD slots for covering its self and other.


If you try to do a battle line strategy you will need to undergun most of your frontline ship(no pellet guns, use hardened shield mod ) to have a decent flux economy, without hardened shield or officer with shield mastery your ship wont be able to trade flux effectively. and have 1-2 hammer like Macnamara(my prefere), King(if long range) or Victoria/Osmond (if you manage to use their systems), build them as glass canon with massiv capacitor but less vents, pilot them or tell them to get in unleash and get out, for exemple use only can mrm+50-75%kinetic guns and 1-2 explosiv ones for armor, overload the target with the MRM and kinetic then unleash you full firepower until it retrear, let it go, vent, find another target , repeat.
If it goes well after a few trade the ennemy line will begin to crumble where you are pushing as ship die or retreat and you will slowly but surely flank them, be carefull with reinforcement if you push them to  the border of the map. Also you can drop Alistair completely and get more Arsenals...they are cheaper in DP and do the front line brawler job better
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 29, 2022, 07:53:55 PM
i realise it looks like i should be able to beat that...but i guess i havent got the hang of using command points. the enemy big ships always have a cruiser and a destroyer escorting each capital ship faithfully. so trying to take it on means getting flanked by those if your escorts arent up to the task..


also i realised too i didnt have officers assigned to most my ships for that battle. and all my officers were level 1. i hadnt leveled them up. ive also switched out the pellet cannon from the alistair and given them each a tachyon lance. the added 200 range of the pellet cannons isnt worth it. not when its being used sometimes to fire at fighters and missiles. is there any way to STOP certain weapons from firing at missiles/fighters?

so with my officers to now put to level 4, AND actually piloting the ships AND some tweaks to the alistair, i believe that fight wouldnt be as crushing defeat as it was.

you said light plasma driver on the back of the alastair in the small slots, what about the lighthouse PD? or burst pd laser?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 29, 2022, 08:54:32 PM
Burst PD laser is always good since its a vanila PD weapon. For light house PD, I don't know I never used them, I expected them to be as bad as mining PD laser, if you do try them... tell me your opinion about them I am curious...I used light plasma driver because I try to use as much mod weapons as possible on my builds.

And no unfortunately you cannot tell weapons that can hit fighter to not shot at them, its a problem even for vanila large weapons like "hellbore canon" that shot super slow projectiles but still try to hit fighter with it...its why the railguin of this mod are nice because if they do try to shot fighter they melt them from very far away.

if big ship are escorted it mean they lack ship somewhere on the battle line, just keep the big ship occupied as you search for an attack vector. At worst put a "avoid at all cost" order on those big targets, it will start a chase usually, the AI will often break its battle line which may give you an opportunity to strike one of its ships
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SouljaWolf on January 30, 2022, 10:27:30 AM
Where can I start the quest "A scent of adventure"
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 30, 2022, 12:12:27 PM
Where can I start the quest "A scent of adventure"

didnt even knew sucha quest existed so I can't help you there
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SouljaWolf on January 30, 2022, 12:54:41 PM
Where can I start the quest "A scent of adventure"

didnt even knew sucha quest existed so I can't help you there

Its a special quest that allows you to get a special ship that can be restored and I want it but I can't seem to find anyway to obtain the quest needed to get the ship.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SouljaWolf on January 30, 2022, 01:22:50 PM
Help, so the bounty "Settling a old score" expired and is now spamming my game with the message over and over again.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on January 30, 2022, 01:57:29 PM
Burst PD laser is always good since its a vanila PD weapon. For light house PD, I don't know I never used them, I expected them to be as bad as mining PD laser, if you do try them... tell me your opinion about them I am curious...I used light plasma driver because I try to use as much mod weapons as possible on my builds.

And no unfortunately you cannot tell weapons that can hit fighter to not shot at them, its a problem even for vanila large weapons like "hellbore canon" that shot super slow projectiles but still try to hit fighter with it...its why the railguin of this mod are nice because if they do try to shot fighter they melt them from very far away.

if big ship are escorted it mean they lack ship somewhere on the battle line, just keep the big ship occupied as you search for an attack vector. At worst put a "avoid at all cost" order on those big targets, it will start a chase usually, the AI will often break its battle line which may give you an opportunity to strike one of its ships

I was not impressed with the lighthouse.

So I actually put my officers on ships... levelled them up....take out the pellet cannons from the large slots on the alastairs and replaced with 2x tachylon lance each, 2x heavy auto cannon and kept 2x bulldog auto cannon. put the light plasma driver on the back x 4. And the Base Drum medium point defense in the medium ballistic slot.

I tweaked some other ships as well nothing major...but instead of pellet canon, my king class each now have tachyon lance. And I also put some light plasma driver where it made sense.

McNamara:
I removed 2 x bulldog autocannon and replaced with 2x heavy auto canon. The pellet guns stay because the medium versions are very worth the damage, range, and flux it uses. But when a targets flux is high, no need to use the pelletguns, so I shut them off and just let the heavy autos keep him fluxed, while the bulldogs fininish the armor.

That fit remains the same, except for 3 changes because I have 4 heavy cruiser. In the center ballistic on one of them I have a medium combat laser, to keep pressure on a ship retreating to lower flux. On another mcnamara I have a base drum in the center in place of the combat laser providing point defense. in another one I have a heavy plasma driver in place of the medium combat laser.

The light plasma driver is SO good against missiles and fighters, so they work perfect on the alastair, and even though the heavy version for the ballistic medium slot isn't listed as point defense like the light version, it still can target those fighters, and it also is 100/100/100 shield/armor/hull.

With these tweaks and some better management of my weapons and auto firing on the flagship im piloting (an alastair) I beat Janus 3rd group. I lost some ships but I won the fight. Was a tough fight. I found with me controlling my tachyon beams, instead of  on auto fire, i fired them more tactically, i even got rid of some smaller ships first, and some time combinations of my tachyons with my king class which has a tachyon each, melted the smaller guys who ventured too close. I killed the smaller guys faster. The fighter spam was taken care of by my better point defense the Base drum and light plasma driver additions, and alastair's web when well placed.

I realised at one point during the fight i had an opening, and ordered 4 ships to close and destroy a battleship. From there I had too much pressure on and with having taken out a good chunk of his destroyer/cruiser escorts, the battleships remaining although they had some were out flanked.

I played the range game better and with his smaller targets of opportunity and also slight pressure caused thoise smaller targets to move forward to  help their battleships. The Edith class sure helped too.

I think everything I did with your advice, my officers, my leveling up, the fitting, my better flying and strategy, the point defense, sealed the deal. Also the combination of ships to take in. I could take 2xalastair. 2x heavy cruiser, 2x king, and some destroyer backup and the edith. with my king's better fitted with their tachyon instead of the terrible pellet cannon, that with the 4x tachyons combined on my 2 x alastair helped hold the center.

Also, ace-wing...I use one each on my alastair and they stay escorting, they shoot down the clouds of missiles those guys were firing, in addition to my pooled point defense, better point defense and the alastair web and ace wings on at least 3 of my ships, able to keep the missile spam off. because i have my shields down alot, because the flux isn't ideal. and the missile spam used to hurt. clusters of small missiles. ace-wing is  an ace up the sleeve vs missiles combined with the 4x light plasma driver helping out.

I use 1x ace wing and jack combat drone now on any ship with 2 bays. so my lyons have 2 bays, and the alastairs. tempted to put 2x ace wing on the alastair.

The pelletcannon might work well for other races with the flux, but it don't work well for us. also i found the arsenel ship a good tank, but useless otherwise.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on January 30, 2022, 03:52:36 PM
Excellent news! Happy to learn you found builds and tactics that work better for you.

also S mods help but its true for any ships not just the ARS ships

Maybe I will do a fighter and guns review later. But right now the "baron" fighter wings seem extremely bad only two fighter long to repair time(20sec) weak basic weapons (4xlighthouse) that are good only for quick fights and vs fighters and missiles and only two unguided rockets... the stats are okay but its not a fast fighter or long range either...Ace already fill the role of interceptor and space superiority fighter, and jack is already the "Jack of all trade" of the mod and also use unguided rockets, I think it need something to make it truly shine or in its role or give it another one...
Maybe give it "needle PDM" instead of rocket to make it the absolute super interdictor it should be, or "Can mrm" so it can overloard shield, or go for "monogram rail" or "incendiary sprayer" or "shield spike" as its secondary armement" to make it a small gun boat
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on February 01, 2022, 01:04:00 PM
does can mrm really work well against shields? i find in my fittings i dont pack so called finishers. no torpedoes,, or powerful missiles....sabots, nothing,.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on February 02, 2022, 09:46:02 AM
does can mrm really work well against shields? i find in my fittings i dont pack so called finishers. no torpedoes,, or powerful missiles....sabots, nothing,.

The "Mrm can" is quite good agains shield as a kinetic missile reloasd is just super long, the "Mrm rod" is weaker annihilator rocket that start as guided ordinance then keep going strait a bit like Squalls, thus is quite nice on ship with side or strange angle small missiles slots

Needle PDM is super good vs fighter and meh vs missiles.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on February 02, 2022, 04:48:01 PM
fought my first battlestar today in a scalar fleet..wooo that thing scared the *** out of me. damn big ship....i went balls the to wall and selected all ships and right clicked on its. most fun ive had. i realised it was now or never as the bloody thing plowed through my lines..

looking back at the replay and actions of several different ships i get to see what i missed....had a hero mcnamara tank the bastard and draw his attention long enough (still very short), but just long enough for my other ships to close into position, and for me and one other to pour some fire in it, to start the process of taking it down. and then a timely launch of a siege missile by a strafing victoria destroyer off my starboard bow finishes the right side of the beast and the rest is history. Very satisfying. I pause my battles alot tho...i have to take time to process stuff like that as its happening, it was a delicate balance to win that.

https://www.youtube.com/watch?v=kmNqb18UhZ4

note the hero MacNamara which tanks the guy on the right...

and note the victoria uss einstein who delivers the final siege cannon to take down the wing. Unfortunately for some reason I couldnt recover Einstein after the battle, and I have the level 4 industrial skill where ships almost always recoverable. guess I got a bad roll. She was with me from the beginning. Immediately I have built a new one. Good thing no officer was aboard.


did i mention i destroyed two hegemony fleets, hassled their patrol systems,  launched a tactical bombardment of their world, killed two stations and basically blockaded a system for a few days just for fun? since i didnt have any troops to invade with??

well they got the MEMO.....

https://i2.paste.pics/00a38cd547a6683649a4fe9f200bf7cd.png

I count 4 battleships..3 battle carriers. like 8 heavy cruisers, and then support... to my 2 battlecruisers, 4 heavy cruisers, and support. :) and a battlestation...

Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on February 05, 2022, 12:24:19 PM
A little bug with the pike weapons. They all shoot a little too short. So its purely wasted flux.

Most gun need a little range of efficiency upgrade. which is saying a lot because they were well balanced compared to vanila before the update

by the way for every edith AWAC user heavy armor is an excellent mod to improve its survivability.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Cruis.In on February 05, 2022, 01:12:24 PM
I usually heavy armor most my ships. Especially since the shields are weak and i fight with them down a lot. pesky fighters and missiles on the sides add up.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: vircen on February 15, 2022, 04:38:21 AM
Dear Author,

I love this mod a lots, especially the weapons and the ships settings, that is great!

I come from China, and I wanna to translate this mod from English into Chinese, and put it shows on the forum of Starscector in Chinca, of couse all your imformation will be keeped and the links to this page will be show on.

I find an older localization CN version like 1.8, I thinks it's out of date.
So, if I get your permision to localize this mod, I will do that.

For now, I'm playing the translated mod on my own.

Whatever, thanks for the mod, and the time you have taken to read these messages.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on February 15, 2022, 08:45:27 PM
Go ahead.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: vircen on February 16, 2022, 12:49:28 AM
Go ahead.

Thank you sir~ ;)
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: geminitiger on February 16, 2022, 06:46:35 AM
Does this mod allow the building of the void extractor? I can't find any documentation on it.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: MrMagolor on February 18, 2022, 07:48:27 PM
Does this mod allow the building of the void extractor? I can't find any documentation on it.

It should, at any rate: works fine for me at least.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Vundaex on March 08, 2022, 07:02:46 PM
I found a derelict ship that you didn't put in your list and whose name is "??????".
Is it worth restoring? Looks like some kind of hidden content.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on March 09, 2022, 02:57:05 AM
the ??? ships are just easter eggs, they are okay ships but generally not worth the increased cost of restoration if you actually care about getting a return on that investment.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Vundaex on March 09, 2022, 04:13:27 AM
the ??? ships are just easter eggs, they are okay ships but generally not worth the increased cost of restoration if you actually care about getting a return on that investment.

That's too bad, I was hoping for a good surprise since I didn't recognize the silhouette from your list :)
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SafariJohn on March 09, 2022, 08:44:12 AM
Just because they aren't super-ships doesn't mean they can't be fun to fly.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Vundaex on March 09, 2022, 10:03:06 AM
Just because they aren't super-ships doesn't mean they can't be fun to fly.

The cost is prohibitive.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Coil on April 01, 2022, 11:55:48 AM
FYI in the description of the Anargaia, you have misspelled ceiling as cieling.  It gave me a big sad
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on April 01, 2022, 12:26:17 PM
FYI in the description of the Anargaia, you have misspelled ceiling as cieling.  It gave me a big sad

Lol, lmao.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: fewd on April 27, 2022, 11:17:46 PM
I got a wee bug to report, but I'm not completely sure if it's LoA or Nexerelin.

I accepted a conquest mission for Suddene from the Society and after I had invaded it, I couldn't find Society on the dialog menu where you gift markets to another faction. I have quite a pile of faction mods and went the list through many times to be 100% sure Society wasn't there while all other factions were.

After gifting the planet to some other faction, the conquest mission was ended as the new owner faction wasn't hostile to Society.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Fantastic Chimni on May 02, 2022, 09:57:11 PM
Another bug on my end, and I'm not sure if its due to a mod incompatibility or what. Maybe since I specced heavily into the industry skills?

Whenever I restore a ship it removes all the D-Mods, but stays a D-class ship with no ship system and the damaged skin and I cant restore it again.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: A_Random_Dude on May 03, 2022, 04:48:11 AM
Quote
Another bug on my end, and I'm not sure if its due to a mod incompatibility or what. Maybe since I specced heavily into the industry skills?

Whenever I restore a ship it removes all the D-Mods, but stays a D-class ship with no ship system and the damaged skin and I cant restore it again.

Do you have a or multiple mod(s) that affect hullmods, like Yunru's Hullmods or Concord? A few people on the discord have reported the same bug, and the common theory is that one of those mods interferes with hull restoration. We have yet to find the actual culprit though.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Fantastic Chimni on May 04, 2022, 06:12:42 PM
Quote
Another bug on my end, and I'm not sure if its due to a mod incompatibility or what. Maybe since I specced heavily into the industry skills?

Whenever I restore a ship it removes all the D-Mods, but stays a D-class ship with no ship system and the damaged skin and I cant restore it again.

Do you have a or multiple mod(s) that affect hullmods, like Yunru's Hullmods or Concord? A few people on the discord have reported the same bug, and the common theory is that one of those mods interferes with hull restoration. We have yet to find the actual culprit though.

I've got CONCORD, and a few others. Would Extra System Reloaded also count?
MHM, Progressive S-Mods, and Better Deserved S-Mods
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: ShamanCat on May 24, 2022, 01:25:20 AM
So, the Hegemony commissioned me to invade Anargaia. Was like, what the heck, lets give this a try.

Brought my MVS fleet (https://fractalsoftworks.com/forum/index.php?topic=21113.0) in, ) and needed to engage defenders before invading, there was 4 fleets plus Anargaia.

Used 3 ships (Cainhurst class BS, Dragonhunter class BC, and Excalliber class carrier in a very tough fight, managed to pop Anargaia as it engaged first, though the Dragonhunter was down to 5% hull. Then had to fight off a veritable HORDE of ARS ships that entered afterward.

Still, managed to fight them off, popping em till they dwindled and finally retreated. 13+Mil xp later (whut!?), i scoop the loot and get ready to invade. I get attacked by yet another ARS fleet... finish them off too. Scoop loot again.

I'm hurting, but alive... ready to invade now...

(warp bubble collapsing) wait what?

I re-spawn back in a nearby system in a shuttle. No fleet, no cargo, no fuel, no officers (i assume they died, didn't check). Well snap

So is there no way to capture Anargaia, because you have to engage it to invade it, but destroy it in the process? GAH!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SurplusDOS on May 24, 2022, 09:58:53 AM
So, the Hegemony commissioned me to invade Anargaia. Was like, what the heck, lets give this a try.

Brought my MVS fleet (https://fractalsoftworks.com/forum/index.php?topic=21113.0) in, ) and needed to engage defenders before invading, there was 4 fleets plus Anargaia.

Used 3 ships (Cainhurst class BS, Dragonhunter class BC, and Excalliber class carrier in a very tough fight, managed to pop Anargaia as it engaged first, though the Dragonhunter was down to 5% hull. Then had to fight off a veritable HORDE of ARS ships that entered afterward.

Still, managed to fight them off, popping em till they dwindled and finally retreated. 13+Mil xp later (whut!?), i scoop the loot and get ready to invade. I get attacked by yet another ARS fleet... finish them off too. Scoop loot again.

I'm hurting, but alive... ready to invade now...

(warp bubble collapsing) wait what?

I re-spawn back in a nearby system in a shuttle. No fleet, no cargo, no fuel, no officers (i assume they died, didn't check). Well snap

So is there no way to capture Anargaia, because you have to engage it to invade it, but destroy it in the process? GAH!
That's insane, the AI just destroyed the Anargaia in my game but I had no idea destroying it would be a death sentence. I wonder if you can jump out before the bubble collapses.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Kanjejou on May 25, 2022, 04:31:45 PM
A little question for the mod maker do you plan to change the stats of the ship or make other modifications? import new ships?

Since some of the weapons brought by the mods don't bring something different since the vanila guns have been modified?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on May 26, 2022, 07:54:27 PM
So, the Hegemony commissioned me to invade Anargaia. Was like, what the heck, lets give this a try.

Brought my MVS fleet (https://fractalsoftworks.com/forum/index.php?topic=21113.0) in, ) and needed to engage defenders before invading, there was 4 fleets plus Anargaia.

Used 3 ships (Cainhurst class BS, Dragonhunter class BC, and Excalliber class carrier in a very tough fight, managed to pop Anargaia as it engaged first, though the Dragonhunter was down to 5% hull. Then had to fight off a veritable HORDE of ARS ships that entered afterward.

Still, managed to fight them off, popping em till they dwindled and finally retreated. 13+Mil xp later (whut!?), i scoop the loot and get ready to invade. I get attacked by yet another ARS fleet... finish them off too. Scoop loot again.

I'm hurting, but alive... ready to invade now...

(warp bubble collapsing) wait what?

I re-spawn back in a nearby system in a shuttle. No fleet, no cargo, no fuel, no officers (i assume they died, didn't check). Well snap

So is there no way to capture Anargaia, because you have to engage it to invade it, but destroy it in the process? GAH!
That's insane, the AI just destroyed the Anargaia in my game but I had no idea destroying it would be a death sentence. I wonder if you can jump out before the bubble collapses.

You can, very easily, might need E burn though.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Aran1 on May 31, 2022, 04:06:21 PM
im not sure if this is possible but im interested in knowing.

would it be possible to add void extraction as a hullmod?

its probably op, probably stupid, but i thought about it and needed to ask
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on June 01, 2022, 04:01:35 AM
Probably not.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Shazbot! on June 05, 2022, 06:16:18 AM
I'm doing a run where I started with an ARS commission and the behavior after I conquer a colony is very funny.  They just abandon them in a day.  If I take a station like lost astropolis will they hold onto that or is it still not cool enough for them?

I've been leaning pretty heavily on these ships and so far they're holding up, though I'm still avoiding fleets with multiple onslaughts/legions/paragons.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Burminsky on June 08, 2022, 11:59:00 AM
Is it possible to get only weapons from the mod, without factions and ships?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: A_Random_Dude on June 08, 2022, 12:26:45 PM
Not unless you're willing to remove all the code yourself, no.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on June 08, 2022, 09:55:50 PM
I'm doing a run where I started with an ARS commission and the behavior after I conquer a colony is very funny.  They just abandon them in a day.  If I take a station like lost astropolis will they hold onto that or is it still not cool enough for them?

I've been leaning pretty heavily on these ships and so far they're holding up, though I'm still avoiding fleets with multiple onslaughts/legions/paragons.

Any planet the ARS captures will decivilize, they aren't the type to hold territory.

I should probably change that though, to like, switching them to "Independant" or something.

I wouldn't expect an update any time soon though.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Mahazkei on July 12, 2022, 01:53:06 PM
So the first time I played modded Starsector was after a mostly fulfilled vanilla run before the last update came out. When I modded it, I went looking for faction mods, and I saw the ARS. I really, really liked most everything about them.

Then I played as them for a run.

Don't get me wrong, I quickly understood their weaknesses as a non-mainliner faction, and more of a range and hard hitting group. I like that. Don't want to get too close to something that can blow me up, and it keeps the opposition out of their optimal range and well within mine.

However, after a good run that lasted a few cycles, I started hitting a limit where the ships couldn't keep range on targets, or got smashed by opponents before we could weather them down. I started experimenting with the hulls and available weapons (which includes vanilla, Arkgneisis, Diable Avionics, and a couple of alternative weapons that are similar to vanilla) and found a few to work for me, but I couldn't just stick with faction only stuff, since it works, but didn't fill in all the gaps.

I still want to stick with faction only ships where I can as I like the synergies they have, but I need a more comprehensive weapon, hull mod, and fighter complement list to better make use of the ARS's hulls. Also determining which hulls are worth the buy and in what situations would be great.

These are my experiences and opinions, and I'm open to adjusting my views if given sufficient understanding on where these ships can be used and when. But know that I prefer ranged combat, and damage output when I can, or tank when I cannot. Speed and/or agility doesn't factor for me unless the ship needs it to stay in range or out of the enemy's.

My experience with the weapons are as follows:

Edith: Didn't see these until later, but I wish I had them sooner. They help keep the enemy over there and away from me, and made many more ships I would have phased out sooner last longer in fights where they didn't have the range.

Fox: Only great as an objective point taker, and I'd use the Pirate version over stock because of the speed difference when built correctly.

Ike: I thought it was cute, it never saw any frontline service, it only helped me in raids against pirates or other undesirables when I needed to steal what I couldn't buy, or conduct raids for other reasons. Usually the fighter complements took over the Ike's role, but I still wanted one.

Reid: Wanted to like it more for its speed, but it usually has to close in the distance to be worth the cost, and I am not personally a fan of fixed mount small weapons on a ship that has to get in close and aim its hull to attack. In my experience this has made it more vulnerable and it rarely got an opportunity to attack since not all the weapons would fire. Not bad for interception, but it wasn't to my liking.

Sherman: Wanted to like, couldn't build competently for my last doctrine. Didn't really use it.

Walsh: Frigate bombardment central. Got me through the early frigate game, but it was difficult to fit weapons for range on a hull of that size to keep it from taking hits from larger targets, and not break the bank for flux and/or hull mods.

Burke: Wanted to like, since it should have a gnarly range advantage with the right weapons, but it's difficult to modify to extend the range further unless it's an energy weapon, and it's hard to fit its defenses. Felt like I always needed more range or more speed that I just couldn't give it to keep it from getting attacked.

Burke (P): Didn't see many of these. Might have filled in the large weapons hole that the ARS has, relying on small and medium weapons to get the job done more often than not.

Caswell: Didn't use it until the end, and I wasn't particularly impressed by its performance in my own ranks.

Norwood: Not a mainline combat unit, but it was good early on as a combat support craft, and even in later battles when I could get it to stay way in the backline and fire away whenever it could. Fitted it out the rest of the way for PD duty.

Taylor: Fast, mean, but it had to get in closer than I liked, or it was hard to fit. Otherwise robust, but I rarely saw them show up on market for some reason.

Victoria: Victoria is love. Victoria is life. *coughs* Anyway, everything I liked and wanted to like about the Walsh was in the Victoria. It's just the right size, right field cost, has a decent armament and possible PD amount and placement, and it can stay far out in bigger slugouts, or get in closer with more lightly armed and armored targets and raise hell.

Osmond: A good interdictor indeed, but it does have a slightly odd cost to field, and it was a bit slow for my tastes, and couldn't always close in to range. It's not bad, but I need a better understanding of what to put on it to make it work better. Maybe a Tachyon Lance so it's not always using the large hardpoint all the time, but saves it for bigger targets, or as a finisher.

Hawke: I liked it as a midline (not class, but usage) craft with above average drone support using its unique drones, but it felt a little expensive to run when compared to the cost of other ships at times,even though they rarely took fatal damage and gave about as good as they got on average. Good missile support as well, usually built them with two offensive mediums, and the rest, including missiles, was PD. Feelings are a little mixed on it.

Hawke (P): A huge boat. With guns. Gunboat. Couldn't decide what to put on it, but against me it shredded destroyers and below if you got too close.

Hawke (SE): An alternative take on the Hawke with vastly different mounts, and an ability to increase damage output on its chosen wings rather than increase their number. An interesting take, but I didn't humor it often.

Jameson: See what I said about Norwood above, but it was generally more useful than that, since the ARS fighters have fantastic range and stats, but were not all that numerous per wing unless you counted the drones, which were more for when you didn't have the OP to fit anything larger, or needed something more general. With ships like the Norwood and Jameson I didn't need dedicated logi ships that couldn't participate in the fights to keep me flying or fighting, almost everything I had in the fight was there.

King: I liked it for a while, but like other ships it was hard to balance offense and defense with the ARS's anemic flux stats. It can be mean, and well worth the points to field with the right build, but it was hard to make work. I've heard that it works well with a Tachyon Lance for a finisher, making it easier to balance the weapons and flux when not everything is being used at once (plus, an Omniloader'd TachLance sounds mean as hell, and I want in on that), but I need to figure out what to do with the rest of it.

Lyons: Like a Victoria, but bigger, and not as kitted for damage as it is for tanking. They're just like Eagles in terms of fielding, they're an evenly odd number of points to put out there, and that can make their cost debatable to field at times. Not bad, but hard to make work, in addition to their capacity to field energy, missile, ballistic, and fighter weapons all at once. A very capable, but extremely busy design for its size, hard to balance it to make it able, or good at any one thing over another that it can do.

Macnamara: Like the Reid, it's closer range temprament and fixed hardpoints make it hard for me to like it. The Reid had an advantage, being smaller and harder to hit, but the Mac is bigger, and slower even when boosting, and runs a little hot for my tastes.

Donovan: I loved having one or two to just bombard with. I had one as my command ship for a while, and it was mean. Like all ARS vessels it did well at range and sitting back to kick ass, while also bombarding all targets with infinite payloads. 8 Can MRMs is nothing to sneeze at, and can be an alternative to Squall if you can't find a ship to put a Squall on.

Alastair: Like the Osmond and the Lyons had a baby, and that baby became Andre the Giant. It's a powerful hull, but it's very busy, and hard to fit. At this size I'd expect more tank and flux than it has, but it doesn't, which makes fitting it a near nightmare for me. I really want to like it, but I can't seem to field more than one, and those that I do don't seem to hold up in equal tonnage fights.

[Hidden]: A very big ship. I wanted to use them more, but they're expensive to field, and kinda hard to fit for. Also very expensive, and not as tanky as they should be for their size. Like a supersized King, but very tricky to build.

And as for the [REDACTED] hulls, the older stuff is interesting as a collector's item, but not worth using otherwise. The... shiny, however, is worth using as a command ship, especially once rebuilt. Main armament is mean. I love it. Wish the prompt to go find it wasn't so hard to find in the first place.

I won't go on about the weapons too much, as this post is long enough as is, but I like the small missiles. I do not like the Needle PD missile, as it might be okay against fighters, it is miserable against missiles, and more so if you fit the ship using them with ECCM, as they seem undertuned to actually track and hit their targets. Cans are great, and the anti-engine missiles are a spectacle to watch. The Lighthouse is so cheap it's not even worth using. Maybe if there was a medium scale Lighthouse that was still cheap for its size, but not complete ass I'd give the weapon a try.

If you have any ideas on how to get more mileage out of the ARS, I'd love to hear it.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Igncom1 on July 13, 2022, 02:28:19 AM
I quite love the Alastair, does exactly what it needs to do: Murder everything that isn't a battleship, and against those it can just EMP them and run away!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Quartofel on July 17, 2022, 12:13:53 PM
Hi, may I have your permission to make Arma Armatura add-on for your smallcraft? Gunboats would be really fun to fly around manually.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: TigrisJK on July 19, 2022, 11:48:22 PM
I might have something set up wrong, but the production chips I get from the Lancer are have an "error" graphic printed across the chip.

From the description I thought, well, that seems about right, so I right clicked to "learn" it, and don't have any new blueprints to manufacture. Do they work some other way? Or is my mod setup broken due to incompatibility somewhere?


(Nevermind, found it in the production list, had salvation initiative turned off)
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: ChristophHRO on August 08, 2022, 08:07:45 AM
Does the Reparation Society always respawns? I hunt down one new respawn after another but they still respawn after i killed the base...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on August 08, 2022, 05:35:23 PM
Does the Reparation Society always respawns? I hunt down one new respawn after another but they still respawn after i killed the base...

As long as the ARS has a capitol market their bases will respawn, if Anargaia is destroyed, then after a time the next biggest market will upgrade into a new capitol if it is not destroyed.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on August 08, 2022, 05:36:02 PM
Hi, may I have your permission to make Arma Armatura add-on for your smallcraft? Gunboats would be really fun to fly around manually.

Sure
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: ChristophHRO on August 11, 2022, 03:44:42 AM
Does the Reparation Society always respawns? I hunt down one new respawn after another but they still respawn after i killed the base...

As long as the ARS has a capitol market their bases will respawn, if Anargaia is destroyed, then after a time the next biggest market will upgrade into a new capitol if it is not destroyed.

Yeah i destroyed Anargaia a long time ago, getting the message that faction is gone, but nearly instantly respawns one day later. I started the game with faction respawn enabled but used console command to put it off.

Or do i have to destroy all stations which are not shown on the map too before these pesky pirates with better tech than the ogs stop attacking colonies? I hate em soooo much after they instantly decivilized one of my planets.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SafariJohn on August 17, 2022, 04:08:59 PM
I am not seeing the described spread - on my end it looks evenly distributed. They use vanilla behavior for shot spread, anyways.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: robepriority on August 21, 2022, 03:01:04 PM
I always found these two nex interactions weird:

1. The Hegemony will know where Anargaia is at the start of the game and constantly invade it, with the ARS eventually losing via ground battle.
2. The ARS will invade planets, despite having no intention of holding them, and then instantly remove them from the map - something that other factions need saturation bombardments to do.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Lanius on August 21, 2022, 04:23:07 PM
Hi, Gwyvern.
Very cool and atmospheric mod, but I have a couple of minor questions.
First, in game files there are two different sets of faction music, tho in the game I heard only one set of music. Where can I hear the second music set while in game and to which faction it belongs?
Second, and most important, in the game files there are four very cool station sprites, but I`ve never seen them while playing, only default star fortress/station sprite. Why so? I play with Nexerelin, may be this is the case.

Also I found Lancer quest twice (thanks to nexerelin) and now I have two lancers  :P

I will be very grateful for an answer.

By the way, there are a lot of faction icons in your files, and again, I`ve never seen them. Especially interesting is the fact that the second music set called "colonial" and there is colonial pirates faction icon.

[attachment deleted by admin]
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Mahazkei on August 24, 2022, 12:44:36 PM
Hi, Gwyvern.
Very cool and atmospheric mod, but I have a couple of minor questions.
First, in game files there are two different sets of faction music, tho in the game I heard only one set of music. Where can I hear the second music set while in game and to which faction it belongs?
Second, and most important, in the game files there are four very cool station sprites, but I`ve never seen them while playing, only default star fortress/station sprite. Why so? I play with Nexerelin, may be this is the case....

...By the way, there are a lot of faction icons in your files, and again, I`ve never seen them. Especially interesting is the fact that the second music set called "colonial" and there is colonial pirates faction icon.

I saw these too, after taking an afternoon to examine the mod's contents after completing a mostly fulfilled Nexerelin run as an ARS fleet. There's even more faction flags and banners without corrosponding music, but the existence of a Colonial banner as well as two very familiar and similar looking banners to the ARS sparked some conversation between myself and a friend, one "Dark Ambition" (he's chill, cool dude) about the origins of the ARS.

I'll spare you the copy-paste headcanon we wrote over a few hours, but I suspect that the "protestor" origin of the ARS is as much fiction as it is fact. I think whatever organisation they once were was wiped out or taken over by the Domain with their heavy-handed practices, and forced what remained to flee or seek settlement elsewhere until the Domain caught up with them.

Hence a big part of the ARS's ambivalence and general apathy to the political climate of the Sector at large is because they just don't care. They're not from here, and they don't have any stake in what they consider to be Domain remnant polities do with their space and their resources, as long as they take or buy what they need to get as far away from them as possible to start over somewhere else, or possibly go to what remains of their home (if anything remains at all by this point).

The only one they take any stance against without question is the Hegemony, a direct successor to the Domain. They would, with the possible exception of Tri-Tachyon, be the only faction who knows of the ARS's origins. But the Domain wouldn't disseminate that information publicly because it would give the ARS legitimacy and recognition as an external polity, and possibly sympathy from other minor polities or internal factions within its borders. And if the Domain wouldn't do it, why would the Hegemony? They've only given other polities in the Sector this much legitimacy as they didn't arrive on the Persean Sector stage for a few decades, and weren't able to take full control before other powers rose and lines were drawn.

The Hegemony just perpetuates the "common knowledge" of the ARS's origins, and the ARS doesn't dispute it as it means they're less likely to be followed when they eventually attempt to leave the Sector.

All of this is conjecture at best, and a hypothesis at least, but given the amount of stuff in the mod's files as it stands, it is an interesting possibility.

However, Ambi did point out to me that we do not know how much of this is scrapped content, unimplemented content, or incomplete. Unless and/or until we get an answer from the man himself, we won't know what is truth, and what is fiction.

But my little idea that the ARS are a "Periphery" nation compared to the Sector's Core Worlds' "Inner Sphere" is a similarity I and Ambition have a hard time disputing regardless, considering the ARS's behavior up until this point.

Wish I could do more digging. If only the ARS had more unique quests...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on August 25, 2022, 01:09:08 AM
very much looking forward to where Arkgneisis goes in the future
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: TauCetiRedGuard on August 29, 2022, 04:50:57 PM
I've been playing an ARS run recently, and I have a question. How do I get a Galliard? Is it even obtainable without console commands in the current version of the mod?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Mahazkei on August 29, 2022, 05:59:32 PM
It is, but it's not often for sale, and it is incredibly expensive. It's kind of like finding a Paragon in certain markets - possible, but rare and pricey. With the right build it is worth the purchase, but it is a costly ship to run.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on September 02, 2022, 05:27:42 AM
I always found these two nex interactions weird:

1. The Hegemony will know where Anargaia is at the start of the game and constantly invade it, with the ARS eventually losing via ground battle.
2. The ARS will invade planets, despite having no intention of holding them, and then instantly remove them from the map - something that other factions need saturation bombardments to do.

I plan to fix the latter, eventually, I'm on a bit of a hiatus from modding right now though.

I don't think I can actually do the former.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Lanius on September 02, 2022, 09:48:03 AM
Hi, Gwyvern.
Very cool and atmospheric mod, but I have a couple of minor questions.
First, in game files there are two different sets of faction music, tho in the game I heard only one set of music. Where can I hear the second music set while in game and to which faction it belongs?
Second, and most important, in the game files there are four very cool station sprites, but I`ve never seen them while playing, only default star fortress/station sprite. Why so? I play with Nexerelin, may be this is the case....

...By the way, there are a lot of faction icons in your files, and again, I`ve never seen them. Especially interesting is the fact that the second music set called "colonial" and there is colonial pirates faction icon.

I saw these too, after taking an afternoon to examine the mod's contents after completing a mostly fulfilled Nexerelin run as an ARS fleet. There's even more faction flags and banners without corrosponding music, but the existence of a Colonial banner as well as two very familiar and similar looking banners to the ARS sparked some conversation between myself and a friend, one "Dark Ambition" (he's chill, cool dude) about the origins of the ARS.

I'll spare you the copy-paste headcanon we wrote over a few hours, but I suspect that the "protestor" origin of the ARS is as much fiction as it is fact. I think whatever organisation they once were was wiped out or taken over by the Domain with their heavy-handed practices, and forced what remained to flee or seek settlement elsewhere until the Domain caught up with them.

Hence a big part of the ARS's ambivalence and general apathy to the political climate of the Sector at large is because they just don't care. They're not from here, and they don't have any stake in what they consider to be Domain remnant polities do with their space and their resources, as long as they take or buy what they need to get as far away from them as possible to start over somewhere else, or possibly go to what remains of their home (if anything remains at all by this point).

The only one they take any stance against without question is the Hegemony, a direct successor to the Domain. They would, with the possible exception of Tri-Tachyon, be the only faction who knows of the ARS's origins. But the Domain wouldn't disseminate that information publicly because it would give the ARS legitimacy and recognition as an external polity, and possibly sympathy from other minor polities or internal factions within its borders. And if the Domain wouldn't do it, why would the Hegemony? They've only given other polities in the Sector this much legitimacy as they didn't arrive on the Persean Sector stage for a few decades, and weren't able to take full control before other powers rose and lines were drawn.

The Hegemony just perpetuates the "common knowledge" of the ARS's origins, and the ARS doesn't dispute it as it means they're less likely to be followed when they eventually attempt to leave the Sector.

All of this is conjecture at best, and a hypothesis at least, but given the amount of stuff in the mod's files as it stands, it is an interesting possibility.

However, Ambi did point out to me that we do not know how much of this is scrapped content, unimplemented content, or incomplete. Unless and/or until we get an answer from the man himself, we won't know what is truth, and what is fiction.

But my little idea that the ARS are a "Periphery" nation compared to the Sector's Core Worlds' "Inner Sphere" is a similarity I and Ambition have a hard time disputing regardless, considering the ARS's behavior up until this point.

Wish I could do more digging. If only the ARS had more unique quests...

It also of a note that manufacturer of ???-class ships
Spoiler
which are very rare and not so great derelict ships
[close]
is called "Colonial Initiative".
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Mahazkei on September 12, 2022, 09:54:13 PM
Hi, Gwyvern.
Very cool and atmospheric mod, but I have a couple of minor questions.
First, in game files there are two different sets of faction music, tho in the game I heard only one set of music. Where can I hear the second music set while in game and to which faction it belongs?
Second, and most important, in the game files there are four very cool station sprites, but I`ve never seen them while playing, only default star fortress/station sprite. Why so? I play with Nexerelin, may be this is the case....

...By the way, there are a lot of faction icons in your files, and again, I`ve never seen them. Especially interesting is the fact that the second music set called "colonial" and there is colonial pirates faction icon.

I saw these too, after taking an afternoon to examine the mod's contents after completing a mostly fulfilled Nexerelin run as an ARS fleet. There's even more faction flags and banners without corrosponding music, but the existence of a Colonial banner as well as two very familiar and similar looking banners to the ARS sparked some conversation between myself and a friend, one "Dark Ambition" (he's chill, cool dude) about the origins of the ARS.

I'll spare you the copy-paste headcanon we wrote over a few hours, but I suspect that the "protestor" origin of the ARS is as much fiction as it is fact. I think whatever organisation they once were was wiped out or taken over by the Domain with their heavy-handed practices, and forced what remained to flee or seek settlement elsewhere until the Domain caught up with them.

Hence a big part of the ARS's ambivalence and general apathy to the political climate of the Sector at large is because they just don't care. They're not from here, and they don't have any stake in what they consider to be Domain remnant polities do with their space and their resources, as long as they take or buy what they need to get as far away from them as possible to start over somewhere else, or possibly go to what remains of their home (if anything remains at all by this point).

The only one they take any stance against without question is the Hegemony, a direct successor to the Domain. They would, with the possible exception of Tri-Tachyon, be the only faction who knows of the ARS's origins. But the Domain wouldn't disseminate that information publicly because it would give the ARS legitimacy and recognition as an external polity, and possibly sympathy from other minor polities or internal factions within its borders. And if the Domain wouldn't do it, why would the Hegemony? They've only given other polities in the Sector this much legitimacy as they didn't arrive on the Persean Sector stage for a few decades, and weren't able to take full control before other powers rose and lines were drawn.

The Hegemony just perpetuates the "common knowledge" of the ARS's origins, and the ARS doesn't dispute it as it means they're less likely to be followed when they eventually attempt to leave the Sector.

All of this is conjecture at best, and a hypothesis at least, but given the amount of stuff in the mod's files as it stands, it is an interesting possibility.

However, Ambi did point out to me that we do not know how much of this is scrapped content, unimplemented content, or incomplete. Unless and/or until we get an answer from the man himself, we won't know what is truth, and what is fiction.

But my little idea that the ARS are a "Periphery" nation compared to the Sector's Core Worlds' "Inner Sphere" is a similarity I and Ambition have a hard time disputing regardless, considering the ARS's behavior up until this point.

Wish I could do more digging. If only the ARS had more unique quests...

It also of a note that manufacturer of ???-class ships
Spoiler
which are very rare and not so great derelict ships
[close]
is called "Colonial Initiative".

Yeah. We found all of those, and even got to mess with them. There's three variations on a single hull, and four hulls that we identified. I distinctly remember there being a fifth with phase technology, but this seems to have been removed in the last patch or so.

The first version is the "ancient derelict" version, found floating in space, and ruined almost beyond use. It will have every D-mod possible for the class, and it will sport a uniquely asymmetrical hull shape on account of the damage, in addition to the damage texture overlayed because of D-mods. It will have an unknown class name (?????), and its role designation will be "derelict".

The second version is the "restored" version, which restores the hull to symmetry and removes all D-mods. This has to be accomplished via the restoration function at dock, and cannot be done over time with a perk. It will be better than the damaged version, but due to the hull's likely age, it will have been superceded in capacity by vanilla or other modded ships. It will also still bear the unknown class name, and while intact, will only have a bare factory setting paint scheme of grey.

The third version is the "peak" version, and to my knowledge is unaccessible in-game without admin mode. It is intact like the "restored" version, but some features of its design will bear more similarity to its origin than before, such as the [REDACTED]-class destroyer hull that you can find and restore. They will also have a paint scheme matching the colors of the Colonial Initiative make, and Colonial flag and banner, and while not much better than their restored equivalents are still an upgrade.

They also have their class names returned to them. I am now able to identify by name that which is supposed to be unknown. But I won't spoil it for anyone else. Needless to say the naming conventions of the CI (or ARSCI, if you please) are different from all factions and ships with the exception of the Alistair, and Gaillard, in that they were named most likely after people, probably figures of note to the ARS's culture.

If myth is to be believed, The Alistair-class was originally known as "Battlecruiser One" in hull-classification until a Domain fleet appeared in ARS (or their precursor) space, and attempted to annex them. And likely failed. The Battlecruiser One was then coloquially known as the Alistair, after the admiral who thought the ARS were pushovers.

But I was already aware of the ARSCI, and the ARSSI, which I believe to be signs of their culture before their present existence in the Sector at large (though I did state I was sparing you the copy-paste head-canon we wrote up). They were once possibly a rival or competing power to the Domain, and were annexed or destroyed by them at some point in the past.

They were then scattered and attempted to seed new colonies away from the Domain, but were caught up to time and again, and despite an organisation that wanted to demand reparations or protest the Domain's actions within their own space to its citizens to drum up support, they were largely ignored or branded as "anti-war protestors", a descriptor so apt and flat that the ARS adopted it out of spite for the perceived and somewhat actual war against their culture by assimilation and conquest.

The reason the ARS hates Sector politics and just acts as pirates is they just don't give a sh*t. This place is not their home, and these people are descendants of the ones that drove them to the Sector, forcing them to pillage and steal what they cannot make themselves to get home.

They are so jaded that they could care less what happens. They look at the Sector with skepticism and suspicion, as they rightly should. These bastards did burn them out of their homes once before.

They are true space vikings. And with a name like Colonials at one point in their history, I can hear the drums of war.

But what I really want to know, is will we see the ARSCI anywhere? They have all the makings of a faction, protected by the ARSEI. Their music suggests that you weren't supposed to find them, they were supposed to remain a secret, hidden far from prying eyes. If they like you, the music reflects their toleration of you and your antics as long as you say nothing to no one. If they are neutral, they are cautious in every way towards you as an unknown. And if they are hostile, they will exterminate you to the last to make sure they are never found, to protect their safety and continued existence.

Or at least that's the vibe we get from the music for the Colonial Initiative.

I always want to know more, and Dark and I love the mod, and what lore we've dug up in one way or another, and have made ourselves as a result of the few pieces we found, fitting together on their own in a logical and thematically interesting way. Hit us up anytime, we're always hungry for more.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killian on September 17, 2022, 04:04:34 AM
I see I've missed some musings. Looking at the banners, here's my take;

Spoiler
The progression is approximately;
Colonial -> Arkgnein State -> Federation -> ARS

The Colonial Initiative flees war, arrives in the area, sets up colonies. The most influential/notable becomes the Arkgnein State, which then rallies the other colonies around it to form the Arkgneisis Federation. Around this time you also have the Colonial Pirates.

However, something happens, possibly around the time of the Collapse that brings down the Gates. The Federation fractures, violently. At some point, survivors rally under the Anarakis banner, and possibly still have an initially-optimistic, pacifistic bent. Alas, the needs of the times force them toward raiding and piracy. Perhaps they're mostly merciful and get by through cons and leave most of their victims unharmed, but nonetheless steal and cheat their way to surviving. Some of them tell themselves that the resources will be used to rebuild the ancient Federation, but most know this is false.

As for "Skailar" and "Sunrise", my guess is that the former is a (possibly also extinct) corporation/corpostate a la Tri-Tach, and the latter is possibly another successor-state to the Federation trying to rebuild their former glory.
[close]
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Tavik on September 20, 2022, 02:04:15 AM
Heya. Having a small bit of trouble locating one of the weapons in this mod, the Rift Projector, one of my favorite weapons in all of Starsector's mods. I have only ever found 2 in 3 runs I've done, and am stumped on where to find them. Considering their power for a small mount, are they meant to be that rare of a weapon, or is there a more consistent place to look to find them? Many thanks~
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Jade Tendency on September 20, 2022, 03:03:48 AM
I always found these two nex interactions weird:

1. The Hegemony will know where Anargaia is at the start of the game and constantly invade it, with the ARS eventually losing via ground battle.
2. The ARS will invade planets, despite having no intention of holding them, and then instantly remove them from the map - something that other factions need saturation bombardments to do.

The reasons I had to stop using this mod even though the ships are neat.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SafariJohn on September 20, 2022, 03:45:20 AM
Heya. Having a small bit of trouble locating one of the weapons in this mod, the Rift Projector, one of my favorite weapons in all of Starsector's mods. I have only ever found 2 in 3 runs I've done, and am stumped on where to find them. Considering their power for a small mount, are they meant to be that rare of a weapon, or is there a more consistent place to look to find them? Many thanks~

I believe acquiring a certain ship eventually allows you to build them.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Stormy Fairweather on September 20, 2022, 06:02:03 AM
Is there any easy way to disable or limit these guys spawning bases? i've turned off expansion via nex, but these guys are still spreading it seems
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Tavik on September 24, 2022, 04:18:44 AM
Heya. Having a small bit of trouble locating one of the weapons in this mod, the Rift Projector, one of my favorite weapons in all of Starsector's mods. I have only ever found 2 in 3 runs I've done, and am stumped on where to find them. Considering their power for a small mount, are they meant to be that rare of a weapon, or is there a more consistent place to look to find them? Many thanks~

I believe acquiring a certain ship eventually allows you to build them.

Sorry for responding to you earlier and then deleting the response, I really appreciate the help. Found the Champion and acquired the Rift Projector's blueprints. Now though, I'm stuck on starting the process of finding the Savior. I've looked in every bar across the system and checked with each of the ARS stations, but came up empty. What am I missing here? Once again I really appreciate the help.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SafariJohn on September 24, 2022, 03:10:54 PM
Pretty sure Savior can't be acquired except by spawning it in with Console Commands.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on September 24, 2022, 05:22:47 PM
Pretty sure Savior can't be acquired except by spawning it in with Console Commands.

This is correct, for the time being the Savior is just teaser content that isn't normally available in the campaign.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Tavik on September 28, 2022, 09:59:51 AM
Pretty sure Savior can't be acquired except by spawning it in with Console Commands.

This is correct, for the time being the Savior is just teaser content that isn't normally available in the campaign.

Buhh, okay. Happy at least to know because I really didn't want to cheat it into my fleet before finding out if there was a legitimate way to earn it or not. To all, thank you~!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Colonelingus on November 09, 2022, 02:25:48 PM
What is the Difference between the low tech orbital station and the society orbital station that you can build?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SafariJohn on November 11, 2022, 07:47:24 PM
What is the Difference between the low tech orbital station and the society orbital station that you can build?

Should be the same as other orbital stations: a different look and slightly different combat performance.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: RedFox on November 12, 2022, 09:33:36 AM
Just finished and killed the boss. It would be an nice idea to upgrade it cuz ive litterally won in 1v1 with an solvernia against it... You can add weapons or mo' ships idk...

I wish all the best for you and hope you'll just continue to develop the mod cuz i think you got an crazy thing rh...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on November 13, 2022, 07:18:02 PM
Just finished and killed the boss. It would be an nice idea to upgrade it cuz ive litterally won in 1v1 with an solvernia against it... You can add weapons or mo' ships idk...

I wish all the best for you and hope you'll just continue to develop the mod cuz i think you got an crazy thing rh...

I balance all of my work against Vanilla, I don't know what a Solvernia is but if you can 1v1 Something like Anargaia with a single mod ship, then the issue likely lies with the mod.

Its yet going to be a long while before I resume work on LoA. My health has been steadily improving over the last few weeks. But I have other mod projects I want to reach milestones in before returning to Starsector.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SpaceDrake on November 14, 2022, 05:28:12 AM
Just finished and killed the boss. It would be an nice idea to upgrade it cuz ive litterally won in 1v1 with an solvernia against it... You can add weapons or mo' ships idk...

Gee, one of the most unbalanced ships in an unbalanced mod beat a thing. This is my shocked face.

I really try not to be rude too often but come on.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Big Bee on November 15, 2022, 02:19:24 PM
Hey, I found a
Spoiler
?????-class Derelict Cruiser
[close]
full of D-mods. I got Hull Restoration so fixing up cool derelicts is usually no problem, but after having it mothballed in my fleet, it still has the same number of D-mods.

Is this ship specifically set/coded to ignore Hull Restoration and force you to use other ways to repair it? If so, then that's a little annoying...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Wyvern on November 15, 2022, 02:23:19 PM
It's less that it's specifically set that way, and more that that's just how vanilla treats hulls with 'built-in' d-mods. Similarly, if you recover a pather hull with ill-advised modifications, Hull Restoration will never restore it to pristine state.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Big Bee on November 15, 2022, 03:02:03 PM
It's less that it's specifically set that way, and more that that's just how vanilla treats hulls with 'built-in' d-mods. Similarly, if you recover a pather hull with ill-advised modifications, Hull Restoration will never restore it to pristine state.

I see, thank you. Gonna have to spend the credits then...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SpaceDrake on November 16, 2022, 12:44:56 AM
Spoiler
You will probably be reasonably happy with the end result!
[close]
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SuiSide on November 19, 2022, 04:03:04 PM
Hi, awesome mod i love those ships, but does its abandoned, same as game? i joined week ago and im not sure if modders still update/add more content to their mods, same with game developer, if yes then any chances that u will add gaillard battleship into blueprints so i can craft them?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Ruddygreat on November 19, 2022, 05:12:10 PM
Hi, awesome mod i love those ships, but does its abandoned, same as game? i joined week ago and im not sure if modders still update/add more content to their mods, same with game developer, if yes then any chances that u will add gaillard battleship into blueprints so i can craft them?

the game's still getting worked on, updates are just slow (hell, here's a tweet from the dev from 2 days ago (https://twitter.com/amosolov/status/1593701882777587712))

same for the mod- though I don't know anything too specific, the next update will be a big one so it's also taking a while.
as for making the gaillard buildable, go into the mod's /data/hulls/ship_data.csv and remove "no_bp_drop" and give it "rare_bp" instead, I doubt that the main mod will make it buildable because of the lore behind it.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Big Bee on November 19, 2022, 05:47:33 PM
Spoiler
You will probably be reasonably happy with the end result!
[close]

Spoiler
I fixed up the ?????? cruiser, and found a ??? frigate since. Are these ever supposed to get proper names? I thought they'd get them after getting restored but they still only have question marks instead of a name. I even visited ARS systems to see if there was an event in the bar or something. I even found an arguably more mysterious ship which did have a name.
[close]
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: SuiSide on November 19, 2022, 08:08:20 PM
Hi, awesome mod i love those ships, but does its abandoned, same as game? i joined week ago and im not sure if modders still update/add more content to their mods, same with game developer, if yes then any chances that u will add gaillard battleship into blueprints so i can craft them?

the game's still getting worked on, updates are just slow (hell, here's a tweet from the dev from 2 days ago (https://twitter.com/amosolov/status/1593701882777587712))

same for the mod- though I don't know anything too specific, the next update will be a big one so it's also taking a while.
as for making the gaillard buildable, go into the mod's /data/hulls/ship_data.csv and remove "no_bp_drop" and give it "rare_bp" instead, I doubt that the main mod will make it buildable because of the lore behind it.

Woo thanks for that tip, glad to hear that game is not dead, but to be honest its look that way, he/they (developer/s) should put this finally on steam and get a nice amount of money cuz game is awesome, its should even work with coop/pvp (but yeah  i know we gonna not propably see this in our life time) But still thanks to answer, i love those ships, but a faction not specially i like to create my faction with my colony at the start but i love to use this ships and weapons ( but more weapons would be awesome :D ) So no gaillard in bp was pretty hard to me, in one save i can bought them all the time in anargia, and in another save i didnt see this any time and im dont know why but if its because lore then i can understand this :D
Sorry for my bad english and greetings.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Ruddygreat on November 20, 2022, 08:38:43 AM
<my previous post>

Woo thanks for that tip, glad to hear that game is not dead, but to be honest its look that way, he/they (developer/s) should put this finally on steam and get a nice amount of money cuz game is awesome, its should even work with coop/pvp (but yeah  i know we gonna not propably see this in our life time) But still thanks to answer, i love those ships, but a faction not specially i like to create my faction with my colony at the start but i love to use this ships and weapons ( but more weapons would be awesome :D ) So no gaillard in bp was pretty hard to me, in one save i can bought them all the time in anargia, and in another save i didnt see this any time and im dont know why but if its because lore then i can understand this :D
Sorry for my bad english and greetings.

ah yeah, the gaillard will only appear in reparations society markets once enough of their random bases have spawned (I think they need 5 & it includes anargaia, though I've not checked), since they spawn randomly it can be annoyingly inconsistent, but it'll usually happen eventually
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on November 20, 2022, 07:44:59 PM
Spoiler
You will probably be reasonably happy with the end result!
[close]

Spoiler
I fixed up the ?????? cruiser, and found a ??? frigate since. Are these ever supposed to get proper names? I thought they'd get them after getting restored but they still only have question marks instead of a name. I even visited ARS systems to see if there was an event in the bar or something. I even found an arguably more mysterious ship which did have a name.
[close]

They have proper names alright, Just not ones that will appear in game until LoA 2.0, whenever I get back to working on that.

There's also a lot more of them: (https://i.imgur.com/tC8TWmJ.png)
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killian on November 20, 2022, 08:03:03 PM
Ho ho. I recognize a few of those silhouettes, but goodness me is that a lineup and a half to look forward to. I especially like the two in the lower left!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Big Bee on November 21, 2022, 03:28:29 AM
Spoiler
You will probably be reasonably happy with the end result!
[close]

Spoiler
I fixed up the ?????? cruiser, and found a ??? frigate since. Are these ever supposed to get proper names? I thought they'd get them after getting restored but they still only have question marks instead of a name. I even visited ARS systems to see if there was an event in the bar or something. I even found an arguably more mysterious ship which did have a name.
[close]

They have proper names alright, Just not ones that will appear in game until LoA 2.0, whenever I get back to working on that.

There's also a lot more of them: (https://i.imgur.com/tC8TWmJ.png)

Oh sick, can't wait! I can't believe I waited this long to give this mod a proper try. I'm definitely very eager to learn more about the different "Initiatives".
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Ruddygreat on November 21, 2022, 09:55:49 AM
There's also a lot more of them: (https://i.imgur.com/tC8TWmJ.png)

ngl I might be more hyped for this update than the next vanilla update

also huh, those capitals are chunky lads, it took me a solid minute to find the elaymn because "it's a relatively big cruiser, right?"
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on November 21, 2022, 08:25:38 PM
Do temper your expectations, 90% of what you see here has been Done for over a year at this point, my life just hasn't lent itself much to progress as of late.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on November 22, 2022, 02:16:57 AM
Do temper your expectations, 90% of what you see here has been Done for over a year at this point, my life just hasn't lent itself much to progress as of late.

Well while i and many more are even more eager to see what you've got in the works, i think we all very much understand the last few years have been hectic for just about everyone, oh boy are we living in interesting times. but we understand, take your time and tend to the things that really matter, mods can wait.

Burn bright!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Lanius on November 22, 2022, 04:35:11 AM
While we wait for new starsector update and updates for our favourite mods, let me show you this little thing. As long as I have no knowledge or ability for starsector modding, I do instead some Doom modding. And for my little wad I wanted an original enemy, so I chose starsector marine in ARS colors, because Im in love with this design in general and I especially like marine portraits for LOA.
This is it.

[attachment deleted by admin]
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on November 22, 2022, 07:07:37 PM
While we wait for new starsector update and updates for our favourite mods, let me show you this little thing. As long as I have no knowledge or ability for starsector modding, I do instead some Doom modding. And for my little wad I wanted an original enemy, so I chose starsector marine in ARS colors, because Im in love with this design in general and I especially like marine portraits for LOA.
This is it.

This is very cool thank you!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killian on November 22, 2022, 07:23:38 PM
Do temper your expectations, 90% of what you see here has been Done for over a year at this point, my life just hasn't lent itself much to progress as of late.

I'm not sure if that's better or worse to hear, knowing they're almost done but not quite ready... :D

At least you can rest assured that people are looking forward to getting to play around with the things you're making. I hope things settle down and go smoothly either way!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Orangeinc on November 28, 2022, 09:11:17 PM
Is there a lore reason that the faction fleets as a player become unstaffable without other faction ships if there is 1 decent sized ship with faulty automated systems? I am running into the funny situation where my ship complement have to commute to work on another ship since very few can hold enough crew to actually run the ship.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: WolfPriest on November 29, 2022, 05:12:36 PM
I supported this mod when it was still young, and I'm glad it's finally getting the recognition it deserves.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on December 01, 2022, 04:19:30 AM
Is there a lore reason that the faction fleets as a player become unstaffable without other faction ships if there is 1 decent sized ship with faulty automated systems? I am running into the funny situation where my ship complement have to commute to work on another ship since very few can hold enough crew to actually run the ship.

An unintended side effect, but these ships were designed by people who had scant manpower to spare, and as such automated things to a fault wherever possible. The end result was fewer required crew, and less space for crew.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: N0LL on December 02, 2022, 01:06:06 AM
This may seem difficult to explain but the faction that you made really felt like it was for me.

The blue color of the ships and seeing the acronym ARS looked like a coincidence and that to my idea of that acronym originated during my childhood days (maybe I'm not the only one) but at least you made it what it stands for because to me it is use to stands for Alpha Raze Squadron or ARSenals and it's a bit goofy tbh for a generation like this today.

The backstory about the ARS is way different to me and is that the ARS is known to be a militaristic rebels who are fighting against the Imperial Federation due to their abuse of power. but then the ARS got aided by the Terran Federation because the Imperials are Terran's enemies.

There are many factions that I made such as the Deserters which is like Idoneus but their ships uses time manipulation as they go behind them during dogfights and the Rogue Army which is definitely Apex Design Collective but gone rogue. Also I don't mean that I steal or stole it from y'all or vice versa but from what I'm saying is that it is almost coincidental.

The tech of the ARS is also different which in fact that they're op (especially to most factions that are also in steroids) as most of their armaments are like "advanced" and "devastating" also as if they've got everything what they needed.
But for the downsides when it's overused they will ran out of energy when they rely too much on the stronger armaments and it takes a bit of time to recharge like in a few minutes.

That's all I could say and thanks for the mod and I love the designs and I wasted hours typing about this.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Mahazkei on December 29, 2022, 03:01:47 PM
After a few months of playing with the ARS, and adding new mods, I found out what the true strength of the ARS is.

Those of you who have read even a fraction of my posts know I get them lengthy, so I'll TL;DR it for you.

A way - not the definitive way, but a consistent way - to get more value out of each ship, reduce your losses using them, and increase enemy losses, is to play to their weaknesses.

ARS ships have weak flux stats, but a fair amount of OP to fit weapons. Rather than fitting weapons that cost a lot of OP and flux to fire, fit mid-cost weapons like their own Bulldog Autocannon, and the vanilla Heavy Autocannon, which are near mirrors of each other.

Spend the rest of the OP on PD, hullmods to reduce recoil and otherwise improve weapon performance and defenses, any remaining OP would be best spent on their dissipation, and you have an excellent standoff fleet that is difficult to approach without sustaining heavy losses for little if any gain.

They have a higher speed than usual, use it to keep distance favorable, both pursuing and maintaining, and dig your heels in whenever your opponent pushes with only partial strength. Kite them when they push all in, and chip away at their furthest elements until their push wears out, or wears down entirely.

Early on, a well-fit Donovan will stand its ground against most fleets without fail, sometimes even on its own, and two can cover each other like a binary of [VERY REDACTED].

Middle and late game, an Alastair can swat fighters with the same efficacy as it can hold off another capital, or prevent its retreat, through it's Web.

Late game, a Gaillard is unmatched with consistency and weight of fire by all but the most broken or OP ships out there. It lives up to its name as the Strength of the ARS.

All the while, Victorias will prove valuable as mainline destroyers, or guided missile support craft, and  the rarer but equally valuable Osmond will do what the Alastair can at slightly diminished effectiveness, but at a fraction of the cost.

Lyons built as the tankiest of all ARS cruisers will singlehandedly hold or delay offensives against the rest of your fleet, and be an omnipresent force on the battlefield.

Kings are, for their weight, unmatched against stations, heavily armored capitals, and the occasional trash rush of small destroyers and frigates, and are your premier siege platforms against such targets when you can't spare the capital ships to smash them flat.

I have found my perfect builds for these ships, and I know their true strength as parity fighters.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Lyanden on December 29, 2022, 07:59:59 PM
fully agree with your assessment. good job wording that out
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Mikomikomiko on December 29, 2022, 08:10:19 PM
fully agree with your assessment. good job wording that out

Same here, can't count the number of times Lyons have held the line for weaker flanks
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Siffrin on January 11, 2023, 03:13:40 PM
Space vikings is an amazing addition and the mobile base is super cool. Any chance that we would be able to pay them to attack other factions?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on January 24, 2023, 03:51:18 PM
I just noticed how LoA ships engines have subtle thrust vectoring visuals, and i've got to say the more i play with and look at their ships i cant help but appreciate them. You've made a damn good mod and i eagerly await what you have next.

Burn Bright Gwyvern!
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: RoquetheRogue on January 25, 2023, 10:05:04 AM
Why can't the Society own any markets? I instigated a rebellion in Garnir (cuz thats always the freebie) and the Society simply abandoned it once they've won.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killian on January 26, 2023, 01:12:24 PM
Why can't the Society own any markets? I instigated a rebellion in Garnir (cuz thats always the freebie) and the Society simply abandoned it once they've won.

As I understand it it's a thematic thing because they're pseudo-pirates in execution/operation, and aren't interested in holding permanent territory outside of a handful of secret bases and the Anargaia itself. They're not here to plant flags and make claims.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: RoquetheRogue on January 27, 2023, 04:20:08 AM
Why can't the Society own any markets? I instigated a rebellion in Garnir (cuz thats always the freebie) and the Society simply abandoned it once they've won.

As I understand it it's a thematic thing because they're pseudo-pirates in execution/operation, and aren't interested in holding permanent territory outside of a handful of secret bases and the Anargaia itself. They're not here to plant flags and make claims.

That said, they abandoned IT, COMPLETELY SATURATED it. That's good to know I'll just claim it for myself next time, but holy ***.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on January 27, 2023, 05:23:20 AM
yeah i think its been stated a few times that they should probably turn them into independent markets or somesuch
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: RoquetheRogue on January 27, 2023, 09:11:34 AM
yeah i think its been stated a few times that they should probably turn them into independent markets or somesuch

Or just give it to the player faction itself, didn't have time to even go there to buy governorship or take it for myself before it got blown up, even contacts got killed off  ;D
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Trinary0 on February 20, 2023, 03:27:34 PM
Any chance that someone can modify the faction bases to get detected like pirate/Luddic bases? I don't see why they should be any more exempt from detection than other similar factions, and if they annoy me enough, I'd rather not be forced to scour the entire rim for them. The ships are pretty neat though.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Ruddygreat on February 21, 2023, 02:06:10 AM
Any chance that someone can modify the faction bases to get detected like pirate/Luddic bases? I don't see why they should be any more exempt from detection than other similar factions, and if they annoy me enough, I'd rather not be forced to scour the entire rim for them. The ships are pretty neat though.

if you have good relations with the ARS, you get informed about new bases as they pop up.
you can also find them by talking to drunkards in bars, though they're not the most reliable source of information.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Trinary0 on February 21, 2023, 09:29:32 AM
if you have good relations with the ARS, you get informed about new bases as they pop up.
you can also find them by talking to drunkard in bars, though they're not te most reliable source of information.

I don't have the best relationship with them this playthrough. They allied with the Pirates and Oculans so I'm having to push rope to chastise them when they cause me trouble. I'll check the bars though and see what I can find.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Ajourus on March 11, 2023, 04:35:47 PM
so what came first
the elizabeth in starmade
or the mod
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: mantafloppy on March 21, 2023, 06:05:25 PM
**EDIT**

It make scence lore wise, that the Arkgneisis Society would not hold a planet.

Not a bug.

I'm dumb, i'll leave this up in case it can help someone else :)


*** END EDIT***
I'm having an issue with Governership.

As soon as i exit the colony menu after having obtain governership, the planet stop being colonise, and revert back to a uncolonise planet.

I have the latest version of the mod.
The issue dont happen with the same mod and a different faction.

The log dont say anything special...
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on March 22, 2023, 12:49:19 AM
The issue dont happen with the same mod and a different faction.

Reparations Society will abandon any planet or colony they have control of. they only hold hideout stations and anargaia.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: mantafloppy on March 22, 2023, 05:17:46 AM
The issue dont happen with the same mod and a different faction.

Reparations Society will abandon any planet or colony they have control of. they only hold hideout stations and anargaia.

Now that you say it, it make scence...

I'm dumb :)

Thx
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Junker99 on March 24, 2023, 02:49:36 PM
Been playing with this mod and Nexerelin it's been a blast but every time they get taken out they respawn with in an IC Day or so. It's kind of nuts leading to several factions being in an eternal war with Rep society is this a bug or a feature. Just wondering.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Ruddygreat on March 24, 2023, 03:00:24 PM
it's a feature; if their main base gets taken out, they upgrade one of their random bases into a main base and "respawn" despite having never really left.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Junker99 on March 25, 2023, 11:27:38 PM
it's a feature; if their main base gets taken out, they upgrade one of their random bases into a main base and "respawn" despite having never really left.

is there any way to actually make them stay dead? Got to kill the other outposts then kill the main one?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on March 26, 2023, 06:54:16 AM
is there any way to actually make them stay dead? Got to kill the other outposts then kill the main one?

Yeah i think so? I havent ever tried to annihilate them, but you would need to eliminate all their bases
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Winterless on March 27, 2023, 05:54:47 PM
I really love this mod, Gwyvern. Thank you very much for making it!

One perennial question I do have though, is how do I send operatives to raise my relations with them?
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Guardsmen83 on May 02, 2023, 08:47:55 PM
new player and i have to say i love this faction  found your battle cruiser in asteroid field and  its now my flagship with my other UAF ships  hope  too see more ships someday

note im am not demanding or asking for more ships just merely stating  would enjoy more stuff.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Brainwright on May 03, 2023, 02:04:04 PM
Should mention that this is the best music pack on the mod index.

The ships and such are great, too!

Should mention the “Scent of Adventure,” event doesn’t have an intel note I can find.  Certainly not under Accepted, Missions, or Important.
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Killsode on May 04, 2023, 05:25:00 AM
Should mention that this is the best music pack on the mod index.

The ships and such are great, too!

Should mention the “Scent of Adventure,” event doesn’t have an intel note I can find.  Certainly not under Accepted, Missions, or Important.

I believe it falls under exploration or fleet log
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Gwyvern on May 12, 2023, 12:33:39 PM
I really love this mod, Gwyvern. Thank you very much for making it!

One perennial question I do have though, is how do I send operatives to raise my relations with them?

I don't know, I've been out of the loop for a very long time at this point.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Gwyvern on May 12, 2023, 12:35:40 PM
LEGACY OF ARKGNEISIS v1.9.12

This just updates the game to be compatable with SS V0.96

I have been warned that this may not work until a Glib update is pushed, so install at your own peril.

DOWNLOADS:
Patreon: https://www.patreon.com/posts/legacy-of-v1-9-82915127 (https://www.patreon.com/posts/legacy-of-v1-9-82915127)
Nexus: https://www.nexusmods.com/starsector/mods/23 (https://www.nexusmods.com/starsector/mods/23)
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Soviet Tom Bombadil on May 12, 2023, 01:08:24 PM
thank you for getting this out so quickly. Will test in a bet.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: cjy4312 on May 13, 2023, 05:23:44 AM
Hi!
I can see this thing when Big Mac join battle as enemy or friend(Not player ship) :P
Title: Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
Post by: Mahazkei on May 15, 2023, 06:18:07 AM
I really love this mod, Gwyvern. Thank you very much for making it!

One perennial question I do have though, is how do I send operatives to raise my relations with them?

I don't know, I've been out of the loop for a very long time at this point.

I've got this one, Gwyvern. First, you get an agent. If you do not have an agent, find one. They're often available around bars at stations or the local spaceport. Not always, but sometimes. You're looking specifically for a diplomat, as they're the best suited to easing tensions between parties.

Once you have one, find one of the ARS's spaceborne outposts. I can't tell you where to look exactly, as they change from seed to seed, but they usually start at the beginning on the outskirts of the Core Worlds before being wiped out and rebuilt further away. If they do not like you to start, all you have to do is discover the station itself, and bug out.

Once that's done, go to your operative, put them on perpetual assignment, and raise relations between your faction and the ARS. It should give you the option to choose that station for them to go to, so they can make their case for why you should be friends. I don't know what happens if the station gets destroyed, they might relocate to another station, or their mission might end prematurely.

Regardless, every few weeks, you'll get a mission report followed by a standings change. It won't always be positive, as sometimes (especially with lower level operatives) they fail and your standings decrease. Don't fire them just yet, these things take time. With enough time the ARS will favor you enough to allow you to complete jobs for them, or encounters in bars will reveal the remaining stations where you might find more luck sending other diplomats to do the same as your first and speed up relations buffing.

This is about the only way to befriend them when they're not being invaded and post system bounties for you to cash in on, unless you manage to get in close with a low sensor profile, IFF dropped, and dock, and hopefully get a non-pirate agent job from them to do.

Remember: these people are not Perseans. They don't like Perseans. For good reasons. They look at the goings on of the Persean Sector with what amounts to a healthy dose of skepticism, and are more often not wanting to be left to their own devices, except in where they can screw over Perseans for their own financial and material gain, just so they can leave.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: FortunaDraken on June 20, 2023, 09:14:59 PM
I've really been enjoying using this mod, but for some reason the derelict ships I've found that need restoration are spawning with question marks for names, both before and after restoration. The Lancer has been alright, but I believe the ones I've found with ?? names are the Oogith, Taath, and Nicke, going by their names in the ship graphics folder.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Obsidian Actual on June 20, 2023, 10:14:29 PM
I've really been enjoying using this mod, but for some reason the derelict ships I've found that need restoration are spawning with question marks for names, both before and after restoration. The Lancer has been alright, but I believe the ones I've found with ?? names are the Oogith, Taath, and Nicke, going by their names in the ship graphics folder.

This seems intentional for the Colonial Initiative ships. They were developed long before(?) the Collapse after all, so no surprise that the warbook does not recognize them.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: FortunaDraken on June 21, 2023, 08:49:20 AM
I've really been enjoying using this mod, but for some reason the derelict ships I've found that need restoration are spawning with question marks for names, both before and after restoration. The Lancer has been alright, but I believe the ones I've found with ?? names are the Oogith, Taath, and Nicke, going by their names in the ship graphics folder.

This seems intentional for the Colonial Initiative ships. They were developed long before(?) the Collapse after all, so no surprise that the warbook does not recognize them.
I guess so, but it just seems silly that they're called various numbers of question marks. I would've thought that they'd be given names, even if there's a note somewhere that people have no idea what they're actually called and it's just a placeholder so they're not mixing up which ship people are talking about if they don't know the ship's name.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: A_Random_Dude on June 21, 2023, 09:21:18 AM
I'd argue that, since those ships have been found and thouroughly salvaged by other people before you according to the description, it'd probably make sense that not much remains on it, not even an identification plaque. There's also the fact that you only get heavily damaged and d-modded versions of those, which probably doesn't help either.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Indie Winter on June 22, 2023, 12:04:54 AM
hey there, I'm trying to figure out how to add the Arkgneisis ships to IndEvo's Restoration Docks' whitelist. What file should I be looking for? will I need to update something in the IndEvo mod folder or add something to the Arkgneisis folder?
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Gwyvern on July 22, 2023, 09:55:20 AM
I don't really have the answer to that right now, sorry.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Killsode on July 22, 2023, 01:25:41 PM
hey there, I'm trying to figure out how to add the Arkgneisis ships to IndEvo's Restoration Docks' whitelist. What file should I be looking for? will I need to update something in the IndEvo mod folder or add something to the Arkgneisis folder?

the relevant file should be in

mods\Legacy of Arkgneisis\data\config\indEvo\printing_whitelist.csv

Personally i would just change a setting in the indevo mod's own config to swap from whitelist mod to blacklist mode.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Desudesudesu on August 27, 2023, 08:18:03 PM
You should put a heads up in the original post that it can mess with Nex games by destroying markets and killing contacts from other mods or vanilla without constant player intervention or disabled invasions. If there's a critical issue like that it's a stretch to call it compatible.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Geekin88 on August 27, 2023, 08:55:12 PM
You should put a heads up in the original post that it can mess with Nex games by destroying markets and killing contacts from other mods or vanilla without constant player intervention or disabled invasions. If there's a critical issue like that it's a stretch to call it compatible.

lol they are he hitmen of the sector. the interaction varies. ive had them take out kanta in the first cycle and i didnt even notice it.only time i have had this mod stall me on a quest was playing random core worlds and and faction weight was random. they took out the hedge in a cycle and a half cause the hivers were paying them. it was quite funny.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Mahazkei on August 31, 2023, 12:23:53 PM
You should put a heads up in the original post that it can mess with Nex games by destroying markets and killing contacts from other mods or vanilla without constant player intervention or disabled invasions. If there's a critical issue like that it's a stretch to call it compatible.

lol they are he hitmen of the sector. the interaction varies. ive had them take out kanta in the first cycle and i didnt even notice it.only time i have had this mod stall me on a quest was playing random core worlds and and faction weight was random. they took out the hedge in a cycle and a half cause the hivers were paying them. it was quite funny.

They're more than the "hitmen of the sector", but they themselves deliberately obfuscate most of what makes them unique in order to hide themselves from the Hegemony's direct attention. They might still raid the Hegemony, but they're just raiders, or just armed war protestors, not what they actually are, which if known widely would paint a target on their backs as opposed to skirmishes with them, the occasional destruction of an outpost, and the trouncing of an invasion on their "capital ship" (ha ha) whenever someone manages to find the Anargaia without being associated with the faction.

Not to mention, there's a lot of characterization to the faction that is, presently, unimplemented or discarded but remains in the files of the current version (some older versions had other things, I believe, but records of those are hard to come by these days), and so most get a surface level examination of the faction and just believe them to be slightly more advanced pirates (which in truth they sort of play like mechanically), when in reality they're people with a lot more than meets the eye, if their design language is anything to go by.

One of these days, I have to get back into video editing, and finally make something for the faction, a-la Ironclad Lion, so the mod gets the exposure it deserves. But I'd have to ask Gwyvern before I do that, as some people like to be less notable, and don't like the attention gained from being spotlit.

Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: SSchorik0101 on September 12, 2023, 05:33:35 AM
I just wanted to say thank you for this mod. It's easily one of my absolute favorites now. I also really like how the ships start off as really lowsy and when you actually put some work into them with the right hull mods they become very powerful. The Alastair is a beast when you build it just right and easily my most sought-after and favorite ship now. Again, thank you.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Killsode on September 12, 2023, 07:57:23 AM
You should put a heads up in the original post that it can mess with Nex games by destroying markets and killing contacts from other mods or vanilla without constant player intervention or disabled invasions. If there's a critical issue like that it's a stretch to call it compatible.

Wait what? they can take out markets??? i dont think i've ever seen them actually do anything in my saves O.o
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Phenir on September 23, 2023, 04:29:36 PM
You should put a heads up in the original post that it can mess with Nex games by destroying markets and killing contacts from other mods or vanilla without constant player intervention or disabled invasions. If there's a critical issue like that it's a stretch to call it compatible.

Wait what? they can take out markets??? i dont think i've ever seen them actually do anything in my saves O.o
They are extremely annoying in nex. Anyone who is at war with them spends all their invasion points on invading arks markets. The first cycle or two, it seems like every Hegemony (who are permanently at war with them) invasion was targeting their traveling colony ship until they finally succeeded and it just vanished off the map. After that, they end up as zombie faction. Hegemony (or others) continue to invade their hidden colonies that they magically know the location of, and if they succeed the market vanishes and arks respawn instantly somewhere else if you have that option on. Additionally, if arks succeeds in invading a market, it also vanishes. Last run I played with them, they invaded sentinel and it instantly decivilized. It's just sentinel so it wasn't a huge deal at the time but it definitely influenced my decision to not include them in future runs. If they weren't targets for invasions and didn't invade, they'd be fine. Also they keep targeting the USL from space trucking.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: jyjakafe on October 12, 2023, 05:39:17 PM
I made some adjustments to the HullFrequency to try and even out the fleet composition in 0.96.

Place the faction files in /mods/Legacy of Arkgneisis/data/world/factions/ and overwrite

https://drive.google.com/file/d/1fLSc4GmkY50PSYepqfS--DAI89ydINSg/view?usp=sharing
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Nick9 on October 28, 2023, 11:03:31 PM
I've found a strange bug - when engage the defenses of their society starbase, if you destroy their station, they will retreat, then by some magic their station is still alive and operational. Omw to destroy their station 4th time.

edit: no, 4th time clearly wasn't a charm. This time I didn't even understand to what I lost all my capitals. Some sort of abyssal horror fighters I swear. This was the most bs engage in my entire life in starsector and because of the bug above I just feel cheated.

edit 2: seriously I don't recommend this mod. If you are a spacer and you search for something interesting for your next playthrough, just don't. Or at least only if you play without Nex.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Shogouki on October 29, 2023, 07:20:04 PM
I've found a strange bug - when engage the defenses of their society starbase, if you destroy their station, they will retreat, then by some magic their station is still alive and operational. Omw to destroy their station 4th time.

edit: no, 4th time clearly wasn't a charm. This time I didn't even understand to what I lost all my capitals. Some sort of abyssal horror fighters I swear. This was the most bs engage in my entire life in starsector and because of the bug above I just feel cheated.

edit 2: seriously I don't recommend this mod. If you are a spacer and you search for something interesting for your next playthrough, just don't. Or at least only if you play without Nex.

Most of these mods are a constant work in progress and that simply sounds like a bug.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Yubbin on October 29, 2023, 07:52:48 PM
Some sort of abyssal horror fighters I swear.

This is probably not fighters from this mod, it might be fighters added to the indie faction.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: RaymondLuxuryYacht on November 03, 2023, 07:36:16 AM
Does this mod work if i add it to an existing savefile?
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: nightflyer2023 on November 10, 2023, 11:08:42 AM
This mod looks really good. I really dig the ship designs and color scheme much better I think than SOME of the less eye pleasing vanilla designs.(at least to me) If your going to space pew pew, why not do it in style=D
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Killsode on January 17, 2024, 04:37:16 AM
Want to note an odd bug i'm encountering. Mercenary fleets that are NOTHING but LoA export hulls.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Shogouki on January 17, 2024, 01:57:28 PM
Want to note an odd bug i'm encountering. Mercenary fleets that are NOTHING but LoA export hulls.

Oh yeah, I've been getting those as bounty targets as well.  I feel so bad for them, they light up like kindling.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: HoboGoblin on February 28, 2024, 01:47:57 PM
Is there some runcode or save editing magic I could do to make Anargaia (the system, jump point, station, all of it) to respawn? I was looking forward to fighting it but some npc faction caused it to destruct and vanish before I had the chance, and I'd rather not lose who knows how many hours of progress by loading a much earlier save where it still existed :(
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: arwan on March 02, 2024, 04:27:23 AM
anyway to get ANY other way to download this mod. i hate nexus mods. simply because this is how it goes when you go there to get a mod

1. go to site.
2. select manual download
3. informed you must have a log in to download.
4. log in.
5. select manual download (for the second time)
6. select "slow download" AKA non paid free option.
7. NOTHING HAPPENS.
8. click slow download till heat death of universe.
9. NOTHING HAPPENS.
10.. skip mod because im not paying Nexus to download a mod. especially when i dont use it regularly, and especially when said mod is only going to take a few moments to download (IF IT EVER WOULD ANYWAY)
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: A_Random_Dude on March 02, 2024, 07:31:58 AM
Click on the patreon link (which explicitly says it won't ask you to pay for anything), and download the mod on the page that loads. It's that simple, really.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Brainwright on March 02, 2024, 10:38:31 AM
Just a note about this mod's interaction with other mods.  When using Random Assortment of Things, that one event that spawns a derelict cruiser in that mod's Abyssal Space and the other derelicts in a single point, with the other ships orbiting the spawn point at extremely high speed.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Shogouki on March 02, 2024, 02:14:34 PM
Is there some runcode or save editing magic I could do to make Anargaia (the system, jump point, station, all of it) to respawn? I was looking forward to fighting it but some npc faction caused it to destruct and vanish before I had the chance, and I'd rather not lose who knows how many hours of progress by loading a much earlier save where it still existed :(

Woah, now that's a wacky and very unpleasant bug!  I'm not sure how to fix that unfortunately though hopefully if it can be fixed someone will see this and chime in.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Cruacious on March 17, 2024, 08:51:30 PM
Absolutely love this mod. Looking forward to seeing a .97 update (or at least a check by the author to  confirm it works for .97 and a minor update to confirm it.) With the addition of Abyssal Space I could see some really cool additions being put into Arkgneisis in the future as Alcubierre drives are now canon so... yeah. Fun stuff can be had.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: A_Random_Dude on March 18, 2024, 01:25:02 AM
Having played with that mod and all, it works just fine, really. Also, while there isn't a version with abyss content, there's a beta of the upcoming update available (still unfinished because, well, the author's still on hiatus). A simple edit of the mod_info.json is all it needs to work on 0.97.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Axisoflint on March 18, 2024, 04:05:31 AM
anyway to get ANY other way to download this mod. i hate nexus mods. simply because this is how it goes when you go there to get a mod

1. go to site.
2. select manual download
3. informed you must have a log in to download.
4. log in.
5. select manual download (for the second time)
6. select "slow download" AKA non paid free option.
7. NOTHING HAPPENS.
8. click slow download till heat death of universe.
9. NOTHING HAPPENS.
10.. skip mod because im not paying Nexus to download a mod. especially when i dont use it regularly, and especially when said mod is only going to take a few moments to download (IF IT EVER WOULD ANYWAY)

I'm genuinely curious what's going on with your nexus downloads, because I've never paid for Nexus and I've never had any issues downloading anything from there. I just tried this download and it works fine.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Cruacious on March 23, 2024, 04:31:49 PM
Having played with that mod and all, it works just fine, really. Also, while there isn't a version with abyss content, there's a beta of the upcoming update available (still unfinished because, well, the author's still on hiatus). A simple edit of the mod_info.json is all it needs to work on 0.97.

Thanks for the tip. Frankly I'll wait for the full update because I REALLY want to see what the Abyss has to offer with the author's vision now. Plus, I get it, life's busy. Modding isn't a job but a hobby that we fans GREATLY appreciate.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: Shogouki on March 23, 2024, 04:48:36 PM
It's unfortunate when people either don't realize or refuse to acknowledge just how much time and effort goes into making these mods. 
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: hidefreek on March 23, 2024, 10:10:38 PM
Gwy put the Dev version on Patreon.
Here is a question, I am stupid.
Does the Dev version have some experimental mechanics different from the 1.9.12 version?

And how can I make the Skin (Alice blue) work on the Dev version?
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: A_Random_Dude on March 24, 2024, 12:53:29 AM
The Dev version adds a good amount of new stuff (which I don't want to tell here, as it could be seen as spoilers). Not sure what you would count as "experimental mechanics", but there is definitely something to be found by doing some exploration. Be careful though: as a beta version, it isn't finished (most of the new stuff lacks description, there might be a few bugs, etc).

As for the skin pack, simply use it alongside the main mod and change the game version its mod_info.json asks for. If that *still* don't work, simply copy/paste the sprites from the skin mod's folder into the main mod's ship folder. I doubt it'll be needed though.
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: hidefreek on March 24, 2024, 07:37:25 AM
The Dev version adds a good amount of new stuff (which I don't want to tell here, as it could be seen as spoilers). Not sure what you would count as "experimental mechanics", but there is definitely something to be found by doing some exploration. Be careful though: as a beta version, it isn't finished (most of the new stuff lacks description, there might be a few bugs, etc).

As for the skin pack, simply use it alongside the main mod and change the game version its mod_info.json asks for. If that *still* don't work, simply copy/paste the sprites from the skin mod's folder into the main mod's ship folder. I doubt it'll be needed though.

Thank man.
I put all three of them :D
Vanilla 1.9.12 + Alice Blue + Dev mode
Title: Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
Post by: A_Random_Dude on March 24, 2024, 08:06:51 AM
All three of them? As in, you're trying to run both the current version of the mod and the dev one? Because they can't work together. They're two instances of the same mod. Unless you're not, but then I don't understand what that "vanilla" stuff's for.

If you really want the new indev content, just go for the dev version. If you want a stable (and sufficiently finished) experience with the mod, go with the 1.9.12.