I'm a big fan of the visual style, this looks awesome
I really want to like these weapons, but my first impression is that they are very weak.
You want to elaborate on that?
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.
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.
Pretty sure the Plasma Driver belongs to Soren's Dassault-Mikoyan Engineering mod.
SpoilerHey, 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]
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?
sent via discord, ty!
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.
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?
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.
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)
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?
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.Quote1343810 [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.
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.
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.
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.
Will this update break saves?
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!
The latest 1.2 version fails on startup with:CodeAlso, the variants files have a persistent typo of "rading" instead of "raiding".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!
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!
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 whole mod and re-install, the walsh_g_customD skin doesn't exist in the latest version.
Delete the whole mod and re-install, the walsh_g_customD skin doesn't exist in the latest version.
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.
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.
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?
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.
get it from Wyvern...the uh, the one without the GThis 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.
get it from Wyvern...the uh, the one without the GThis 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.
good job?
good job?
good job?
...
Check the mail of the profile, it's just a bot.
In case it hasn't been mentioned yet: Pelletcannon and Bigram blueprints have wrong descriptions (copypasted from the CSV rows above them).
What are your future plans with regards to this mod?
Will 1.3 break saves? Just had to reload my game (damn memory leaks) and got the notification that LoA was updated.
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.
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.This^ Please!
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.This^ Please!
Well damn... OKInstead 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
Instead of completely scrapping the old Allistair, just make it a different ship or modification. Have two battlecruisers.This^ Please!
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.
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?
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.
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.
I think I broke the quest scripting re: the Champion, because when I recovered itNow the quest is stuck at telling me to "leave the system".Spoilermy 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]
Try not to lose your Champion next time, there's only one.
Out of curiosity, will the Champion’s sprite also be reworked?
Is this mod safe to use on a modded(heavily) save file?
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.
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.
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.
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.
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?
May I ask that you give the ships more Small and/or Medium mounts?
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?
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).
"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 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.
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.
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.
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.
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.
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.
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.
I have no issue with LoA ships. I find some of them EXCELLENT and my go-to choice. Victoria and McNamara are my favorites.
What does the first part of the description of the hull mod "electromagnetic mastery" means?
Thx for your mod. Can you fix the download link?
I just updated without reading the changelog and I broke my save. Can I get a link to the previous version please?
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??
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?
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.
Hi! Got the same bug at loading screen,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 ...SpoilerGettin' the old 'Ship Hull Spec failed to load' issue, specifically "Ship Hull Spec LOA_Champion1 not found!"[close]
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
Hmm.... I'm kinda on the fence. Loved the old Victoria.
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.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.
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.
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.
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?
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.
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.
@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.
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
Getting this error with the new update while trying to create a new game.
...
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)
...
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.
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.
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.
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
@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
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 )
Jack Combat Drones have crew, despite being listed as drones and despite the description referring to them as being entirely unmanned.
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.
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
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.
not sure if its just me but i dont see a use for the alastair.
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.
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.
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.
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.
some variant of the lighthouse pd seems to be dropping as loot. not sure what the circumstances were, only just noticed itSpoiler(http://puu.sh/FFXwe/a9f1fb6a11.jpg)[close]
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.
big UP this has over time become a required mod for me
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.
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]
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
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.
We can't download the newest version of LoA on patreon because patreon wants us to log into patreon.
Patreon is still showing the 1.8.0v
Not the newest updated version...
I assume this has already been asked, but can I sponsor society raids in nexerelin and if yes how.
This mod operates under a modified Creative Commons Attribution-NonCommercial-ShareAlike license.
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.
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.
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.
Will you be updating this for 0.95?
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
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.
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.
- 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.
- 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.
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/
Question what does the Internal Drydock do?
ahhh ok makes sense i found it in a station though lmao
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...)
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.
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)
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.
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.
Vayra pulled Raider support as it was *terribly* buggy.
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.
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?
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.
Is there a script or something that I can run in the console to restore Anargaia so I can test this further?Yes the entire system is destroyed and there does not exist a means to restore it short of starting a new save.
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?
Is there a script or something that I can run in the console to restore Anargaia so I can test this further?Yes the entire system is destroyed and there does not exist a means to restore it short of starting a new save.
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?
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]
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.
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!
Has the saviour been implemented in any way yet?
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.
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.
How Society Battle station compared to High or Low tech?
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 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.
Shading before/after:Spoiler(https://i.imgur.com/BwFqbPu.png)[close]
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.
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.
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.DOWNLOADNexus (https://www.nexusmods.com/starsector/mods/23)Patreon (No Paywall) (https://www.patreon.com/posts/legacy-of-v1-9-7-51396226)
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.
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.
Spoileralso 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]
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.
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.)
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.
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.
You are deleting the old mod before updating right?
Very good mod - but sadly conflicted with Nexrelin.
They mistakenly marked as second Pirate nation, cannot in to invasion cos just make station and planets abandoned and cannot take them.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.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.
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.
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.
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?
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?
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.
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.
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.
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.
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.Do they do any raiding?
Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.
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.Do they do any raiding?
Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.
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
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.
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.
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 .
Industrial Evo privateer raids work on the Anargaia too.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.
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.
Ah, that's it. Haven't restored it yet, and wasn't going to if it didn't have that ability. Cheers.
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.Gosh, should have thought of that myself. Thanks, all good!
Delete the mod from your files and redownload it.
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 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.
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.
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?
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.
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.
the Anargaia system file, its just a few inverted solar flares layered on top of one another
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.Spoiler4420481 [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]
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.Spoiler4420481 [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.
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.Spoiler4420481 [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.
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.
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?
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.
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.
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]
Where do you find those ship in game
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
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
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..
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
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.
-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.
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.
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.
wait you can put the same industrie multiple times on One World?
How many base does the reclamation got? 2+1moving, more?
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.
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.
Where can I start the quest "A scent of adventure"
Where can I start the quest "A scent of adventure"
didnt even knew sucha quest existed so I can't help you there
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
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,.
Go ahead.
Does this mod allow the building of the void extractor? I can't find any documentation on it.
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.
Just because they aren't super-ships doesn't mean they can't be fun to fly.
FYI in the description of the Anargaia, you have misspelled ceiling as cieling. It gave me a big sad
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.
QuoteAnother 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.
So, the Hegemony commissioned me to invade Anargaia. Was like, what the heck, lets give this a try.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.
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!
So, the Hegemony commissioned me to invade Anargaia. Was like, what the heck, lets give this a try.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.
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!
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.
Does the Reparation Society always respawns? I hunt down one new respawn after another but they still respawn after i killed the base...
Hi, may I have your permission to make Arma Armatura add-on for your smallcraft? Gunboats would be really fun to fly around manually.
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.
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 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.
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...
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 shipsis called "Colonial Initiative".Spoilerwhich are very rare and not so great derelict ships[close]
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.
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~
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.
Pretty sure Savior can't be acquired except by spawning it in with Console Commands.
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.
What is the Difference between the low tech orbital station and the society orbital station that you can build?
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...
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...
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.
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?
SpoilerYou will probably be reasonably happy with the end result![close]
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.
<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.
SpoilerYou will probably be reasonably happy with the end result![close]SpoilerI 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]
SpoilerYou will probably be reasonably happy with the end result![close]SpoilerI 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)
There's also a lot more of them: (https://i.imgur.com/tC8TWmJ.png)
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.
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.
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.
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.
fully agree with your assessment. good job wording that out
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.
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.
yeah i think its been stated a few times that they should probably turn them into independent markets or somesuch
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 drunkard in bars, though they're not te most reliable source of information.
The issue dont happen with the same mod and a different faction.
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.
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?
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 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 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 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.
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.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.
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?
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.
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.
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.
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.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
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.
Some sort of abyssal horror fighters I swear.
Want to note an odd bug i'm encountering. Mercenary fleets that are NOTHING but LoA export hulls.
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 :(
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)
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.
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.