Fractal Softworks Forum

Starsector => Mods => Topic started by: Vayra on August 14, 2019, 09:08:21 PM

Title: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Vayra on August 14, 2019, 09:08:21 PM
(https://i.imgur.com/URE1Mis.png)
Download now! (https://drive.google.com/uc?authuser=0&id=1SD7NdTkErv1EzzvEgrbzc4u0H385crC3&export=download)
REQUIRES LAZYLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
 (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

User Testimonials
(https://i.imgur.com/QKd4BZj.png)

So what's in the mod?

Show Me the Ships
Spoiler
Frigates
(https://i.imgur.com/Vgm1MGR.png)
Hail-class Light Pinnace - A high tech light combat craft with incredible speed but only very light armament. Sometimes also seen in pirate hands with the more advanced systems replaced by cheaper alternatives.
Rock Hound class Utility Frigate - A refit of the ubiquitous Hound for mining and salvage duty, with a salvage gantry, energy weapon-capable mounts, and improved flux handling at the cost of some speed and armor.
Greyhound-class Frigate - Another Hound refit, this time for combat duty. Trades cargo space for a little more punch in a fight, but no more survivability.
Razorback-class Heavy Gunship - A jury-rigged fire support ship, with big guns, weak engines, and no shield.
Bruiser-class Heavy Frigate - A Mastery-era predecessor to the Brawler-class gunship, slow and menacing for a frigate. Also seen in CGR - and terrifyingly, Luddic Path - livery.
Hatchetman-class Cutter - A fast attack frigate design long since fallen out of favor, but still threatening enough on the battlefield. Occasionally found, heavily modified, in the hands of Pather militants.

Destroyers
(https://i.imgur.com/JQAvAXN.png)
Badger-class Heavy Tender - A deep-space miner's best friend, the Badger has capacious holds, heavy armor, a respectable complement of special-purpose mining drones, and a built-in salvage gantry. Not intended for heavy combat use, but more than capable of giving the odd pirate or two a bloody nose - a reason why the odd Badger can also be found in the hands of pirates, often modified to act as a fire support vessel.
Intimidator-class Destroyer - Built during the Mastery epoch to provide interceptor cover for Enforcers, the Intimidator mounts a single full-scale fighter bay as well as a centrally located medium gun or missile pod. Also found in the fleets - and telltale green paint - of the Church of Galactic Redemption.
Persecutor-class Destroyer - A powerful - and quick - combat destroyer later replaced in Domain Armada formations by the Hammerhead, the Persecutor is still a credible threat to most other ships it might face. A rare few examples of the class have also found their way into Pather hands, a terrifying notion for freighter and patrol captains across the sector.
Dire Wolf class Destroyer - Marrying a relatively heavy weapons loadout with phase skimming agility and a distinctly underpowered flux core, the Dire Wolf is in every way a Wolf-class frigate writ large.
Tarsus Ultra class Destroyer - A hasty combat conversion of the venerable Tarsus-class freighter into a slow but well-armed destroyer with potent broadsides.
Henchman-class Troopship - Trading raw troop capacity for heavier armor and PD-capable radial weapon mounts, the Henchman offers a safer alternative to the standard Valkyrie for admirals seeking an infantry carrier that can also hold its own on the battlefield.

Cruisers
(https://i.imgur.com/3ZQ9zmM.png)
Subjugator-class Fast Cruiser - Designed in the late Mastery era with lessons learned from the Onslaught, the Subjugator packs moderate weapons capacity into a hull capable of short-term bursts of forward speed. Also found, thankfully infrequently, in the "crusade" fleets of the Luddic Path.
Oppressor-class Cruiser - A line and support cruiser originally meant to back up heavier Dominators and more agile Subjugators with fighter cover and defensively focused armament. Well-liked by the Luddic Church, who often field these craft in their trademark verdant green.
Typhon-class Heavy Cruiser - A lumbering High Tech behemoth designed by the same school that created the Paragon, the Typhon is capable of focusing a deadly quantity of directed energy weapons on a given target. Sensor drones give it additional reach to make up for its ponderous combat speed.

Capitals
(https://i.imgur.com/Bkz2ppT.png)
Tyrant-class Fast Battleship - A terrifyingly fast capital, which never reached quite the same popularity as the heavier Onslaught and Legion-class staples of the early Domain Armada thanks to its somewhat lighter armament and fighter complement. Nonetheless, there are not many ships that captains across the sector would less like to see rushing toward them on the back of an all-engines micro burn. Rumors that some of these vessels have fallen into the hands of the extremist Luddic Path are surely exaggerated - or so one would hope.
[close]

This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods, and does not require Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0), though it does integrate with Vayra's Sector to add additional content when enabled alongside it.

Comments and constructive criticism encouraged.

If you enjoy my content, please consider supporting me on ko-fi!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/vayraa)

Changelog: (note: changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP.)
Spoiler
1.1.5 - UNRELEASED
- added Bear-class heavy platform (mining tech)
- added Clairvoyant-class combat carrier (high tech)
- added Exemplar-class heavy destroyer (high tech)
- added Seer-class support carrier (high tech)
- lowered Short-Circuit Driver OP cost to 10 (was 11)
- fixed Typhon glow still appearing after death

1.1.4
- added Pathfinder expedition battlecruiser

1.1.3
- added Spade Mk.II and Mk.II (LP)
- added two and a half new derelicts
- added Swordsman midline heavy frigate and Huntress midline light destroyer
- added Pinnacle high tech heavy frigate
- fixed bug where LR Mining Pods would not fire mining lances

1.1.2
- added spade-class light rig
- hammer pod cut from 10 -> 8 ammo (sorry)
- Subjugator DP 16 -> 17 (sorry)
- added two new derelicts (sorry)
- BLOOD DOG
- fortress DP up
(a) - fixed bug where mod would crash without Vayra's Sector
(b) - fixed bug where above fix broke saves
(c) - fixed bug where above fix undid fix (a)

1.1.1
- Hail DP 4 -> 3
- Subjugator DP and supply costs 18 -> 16, armor 1k -> 850, dissipation 350 -> 300, flux cap 7000 -> 7500
- Dire Wolf flux capacity 4500 -> 5500, speed 100 -> 115
- Oppressor dissipation 400 -> 425
- Razorback DP and supply costs 4 -> 5
- Ion Scatterer arc chance 75% -> 25%

1.1.0
- Colossus Mk.XIV OP 65 -> 75, variant adjusted to compensate
- Hatchetman DP/supplies to recover increased from 4 to 5
- Subjugator DP/supplies to recover increased from 15 to 18
- Typhon DP/supplies to recover decreased from 35 to 32, flux capacity increased from 13000 to 14000
- Badger and Badger Mk.II fuel capacity increased by 10
- Pirate Defense Pods given an additional weapon
- Hammer Carrier Kamikaze Wing reloads both drones at once now - no additional reload time added
- added Groundhog-class Heavy Frigate
- added Prairie Dog class Prospector
- added Survey Drone Auxiliary wing
- added Battleaxe Escort Gunship wing
- buffed Independent Miner start for Vayra's Sector
- new Henchman sprite (thanks, J0hn Shm0)
- new Azores sprite (thanks, J0hn Shm0)
- Solon Blaster reworked
- fixed recalcitrant memory leak bug (thanks Alex!)
- broadside TPC turret graphic sent home to Vayra's Sector
- Kingfisher added to default_ship_roles
- Warlord boosted to 50 DP (TOURNAMENT BALANCE PATCH 2K19)

1.0.5
- Mining Lance buffed
- Tarsus Ultra buffed/tweaked (base stats closer to Tarsus, supply and credit costs reduced, now has built-in Heavy Armor)
- fixed Short-Circuit Driver

1.0.4
- added Kingfisher-class Combat Shuttle
- added Warlord-class Battleship unique bounty (spawns c.210 or later for high level players with large fleets who are neutral at worst with the Sindrian Diktat)
- fixed bug with Looted TPC hullmod crashing entire game (for real this time)
- broke Short-Circuit Driver

1.0.3
- fixed bug with Looted TPC hullmod crashing market-related console commands (hopefully)
- added Short-Circuit Driver and Precision Mortar ballistic weapons

1.0.2
- fixed Very Converted Cargo Bays description params
- nerfed Bruiser (LP) into an early grave, where it belongs (it's still scary)
- removed the reference to "vayra_mining_house", which does not exist and has never existed, from cabal faction file, replacing it with "vayra_mining_hound" to prevent them from spawning Rock Hounds as intended

1.0.1
- split the damn mod into three separate mods god DAMN it
[close]
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
Post by: Harpuea on August 15, 2019, 06:44:17 AM
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
Post by: Vayra on August 15, 2019, 01:30:58 PM
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.

It is gonna be a pain to update separately, but it's much better if a player doesn't want to use the Kadur since it's a faction mod, or doesn't want to use the Vayra's Sector campaign changes but still wants the ships, etc etc etc. :)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
Post by: cjuicy on August 16, 2019, 10:51:30 PM
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.
It also makes it far less stressful on system resources. Its like when Starsector + split a while back.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
Post by: Whitey on August 17, 2019, 07:49:54 PM
Quote
It is gonna be a pain to update separately, but it's much better if a player doesn't want to use the Kadur since it's a faction mod, or doesn't want to use the Vayra's Sector campaign changes but still wants the ships, etc etc etc. :)
As someone who fits this criteria, thank you. Vanilla-lite content is awesome, and well produced content like yours is fantastic to add to a run.

Non-vanilla content such as full factions, core systems that aren't well integrated/balanced/economy friendly or what have you are cool in their own right, but being able to remove them using config or having them split like here is really, really appreciated.

Thank you.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Vayra on August 18, 2019, 09:35:50 PM
Updated to 1.0.2!!!
Some little cleanup and a nerf to the Bruiser (LP). Download and full changelog in the OP. :)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Taverius on August 19, 2019, 12:39:12 AM
Would be great if the archive name had the version number in it so I don't have to open it up and look at the JSON or load a game with it to see if the version I have is up to date. :)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Boa on August 19, 2019, 01:46:52 AM
Hi, I was wondering if the custom atlas ship was still available to get in the mod? I can see the graphics for it in the folder but I don't see it here on the previewed ships and ever since I switched from the cumulative mod to the three individual mods I have yet to see the ship. If it's not obtainable its no big deal but Love the mod and thanks for putting so much work into it!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Vayra on August 19, 2019, 10:32:51 AM
Hi, I was wondering if the custom atlas ship was still available to get in the mod? I can see the graphics for it in the folder but I don't see it here on the previewed ships and ever since I switched from the cumulative mod to the three individual mods I have yet to see the ship. If it's not obtainable its no big deal but Love the mod and thanks for putting so much work into it!

Mhm, it's there - just rare as always. I had to keep some things out of the preview, or they wouldn't be a surprise.  ;)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Boa on August 19, 2019, 10:55:46 AM
Awesome, thanks for the reply!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Bastion.Systems on August 20, 2019, 04:36:17 AM
Can't say no to Dire Wolf.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: nb8 on August 21, 2019, 04:35:32 AM
Very very strange decision to split the mod.
And what part should I download for ships now? Judging by the pictures, are they different in each?
Very inconvenient, pack the mod back.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Hrothgar on August 21, 2019, 05:35:33 AM
This is all ships which are not Kadur, there is with only kadur ships mod, and one which implement a quests and all ships which are not Kadur.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Anexgohan on August 22, 2019, 11:42:27 PM
So, if I want the whole experience should I download all 3 now? also thankyou for your work.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.2 cleanup & bugfixes 2019-08-18
Post by: Sarissofoi on August 23, 2019, 12:58:02 AM
The Badger look amazing. That mostly yellow with some blue fit is so greatly.
rest of the ships is meh and not really add anything important.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Vayra on August 29, 2019, 08:32:35 PM
Update to 1.0.3 - download & changelog in OP

Short version: 2 new weapons, one of which is actually cool, and minor bugfix.

The Badger look amazing. That mostly yellow with some blue fit is so greatly.
rest of the ships is meh and not really add anything important.

Very inconvenient, pack the mod back.

Thanks! I... think.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: furl on August 31, 2019, 03:46:28 AM
Thanks for the mod! Had real fun testing all the different combinations of weapons and ships. Don't you think Dire Wolf is too strong? A pack of such wolves is devastating with autopulse lasers and converted hangars. For just 10 DP! S tier for sure
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Hrothgar on August 31, 2019, 05:34:11 AM
It dont have great flux stats.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: furl on August 31, 2019, 08:14:25 AM
It dont have great flux stats.
If it had it would be straight up OP, because plasma cannon loadout would be viable
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Vayra on August 31, 2019, 04:46:47 PM
It's basically a Sunder that trades some of its firepower for a little more mobility, or a Medusa with a slightly more aggressive loadout. I don't think it's OP at all to be honest! Just a solid all-around destroyer.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: furl on September 01, 2019, 02:20:31 AM
OK, I'll try to prove my point:
https://youtu.be/v_9dNQIzg4M
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Innominandum on September 01, 2019, 05:01:36 AM
Very inconvenient, pack the mod back.

Thanks! I... think.

... made my day.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Sabaton on September 02, 2019, 04:41:37 AM
Seems to me like the Bruiser, Intimidator and Persecutor have way too large shield arcs for, supposedly, old designs dating from the domain's old days.

Other than that this mod is a must have in my book, the spites are good and the mod is well balanced.  I really the Bruiser's sprite for example and how those large gray metal plates made it feel like an ancient design compared to the rest of vanilla's ships.

As for packing the mod back together, I remember when the Underworld and Ship/Weapon pack mods were specifically separated to make updating easier for the modders. Might wanna do what is easier for you first.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.3 - Short-Circuited 2019-08-29
Post by: Vayra on September 09, 2019, 12:16:32 PM
Seems to me like the Bruiser, Intimidator and Persecutor have way too large shield arcs for, supposedly, old designs dating from the domain's old days.

Other than that this mod is a must have in my book, the spites are good and the mod is well balanced.  I really the Bruiser's sprite for example and how those large gray metal plates made it feel like an ancient design compared to the rest of vanilla's ships.

Thanks! And noted re: shield arcs, sounds like that could be a fine way to tone them down just a bit - I'll probably leave Intimidator's alone since it's got a more defensive purpose, but I can see the others getting a few degrees clipped off.

Also, Updated to 1.0.4, fixing a nasty rare crash bug that would sometimes occur when opening a market - download in the OP.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.4 - Market Crash Bug Squashed 2019-09-09
Post by: Lynx on September 10, 2019, 10:50:00 PM
Hi, just wanted to say that I love your mod(s), and thanks for the update to fix the crashing when opening markets (pirate ones in particular).

Keep up the great work!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.4 - Market Crash Bug Squashed 2019-09-09
Post by: WolfPriest on September 12, 2019, 02:12:00 AM
I'm very new to this game, and this is my first post on forum, so sorry if I am wrong, but Tarsus Ultra cannot compare to other destroyer ships you added. It's so much worse. Two medium weapons is something that can be okay for Freighter, but not for combat ship.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.4 - Market Crash Bug Squashed 2019-09-09
Post by: Hrothgar on September 12, 2019, 02:43:17 AM
Tarsus Ultra is basically a destroyer with 2 medium balistics , 6 small balistics and 4 small missiles , converter from typical freighter. It's decent ship in itself.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.4 - Market Crash Bug Squashed 2019-09-09
Post by: Vayra on September 12, 2019, 09:46:37 AM
I'm very new to this game, and this is my first post on forum, so sorry if I am wrong, but Tarsus Ultra cannot compare to other destroyer ships you added. It's so much worse. Two medium weapons is something that can be okay for Freighter, but not for combat ship.
Tarsus Ultra is basically a destroyer with 2 medium balistics , 6 small balistics and 4 small missiles , converter from typical freighter. It's decent ship in itself.

It's meant to be a cheap freighter, converted (somewhat ill-advisedly) into a combat ship - something about halfway between say a Buffalo Mk.II and a "real" destroyer.

That said, it was a bit weak at 8 DP sure - I'll drop it to 7 for now and lower the credit cost a bit too, to hammer home its purpose.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.0.5 - Short-Circuit Driver fixed 2019-09-13
Post by: Vayra on September 13, 2019, 06:02:15 PM
Minor update: 1.0.5 - Turns out last update broke the Short-Circuit Driver, this one fixes it. Also some tweaks (buffs) to Mining Lance and Tarsus Ultra.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: Vayra on November 05, 2019, 01:09:42 PM
UPDATE!

Somebody decided this mod was balanced enough to include in a tournament, apparently - god knows what they must have been smoking.

Changelog:
1.1.0
- Colossus Mk.XIV OP 65 -> 75, variant adjusted to compensate
- Hatchetman DP/supplies to recover increased from 4 to 5
- Subjugator DP/supplies to recover increased from 15 to 18
- Typhon DP/supplies to recover decreased from 35 to 32, flux capacity increased from 13000 to 14000
- Badger and Badger Mk.II fuel capacity increased by 10
- Pirate Defense Pods given an additional weapon
- Hammer Carrier Kamikaze Wing reloads both drones at once now - no additional reload time added
- added Groundhog-class Heavy Frigate
- added Prairie Dog class Prospector
- added Survey Drone Auxiliary wing
- added Battleaxe Escort Gunship wing
- buffed Independent Miner start for Vayra's Sector
- new Henchman sprite (thanks, J0hn Shm0)
- new Azores sprite (thanks, J0hn Shm0)
- Solon Blaster reworked
- fixed recalcitrant memory leak bug (thanks Alex!)
- broadside TPC turret graphic sent home to Vayra's Sector
- Kingfisher added to default_ship_roles
- Warlord boosted to 50 DP (TOURNAMENT BALANCE PATCH 2K19)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: bluestealth on November 10, 2019, 11:34:19 PM
Hi Vayra,

Thank you for the mod work that you do. 

I wanted to run a suggestion by you, for a toggle within one of the config's, encompassing the more silly aspects of your mod (Fourtenfh battlegroup, hull mods like Very Ill-Advised Modifications or Targeting Pods).  While both funny and amusing, these things seem superfluous, and add 'clutter' to the game.

If there is a method you can recommend for manually disabling these things, that would be appreciated, too.  I took a look over the structure of your mod, but gave up as there were enough related dependencies that I decided I didn't want to spend my Sunday evening reverse-engineering unfamiliar code. 

Anyway, wanted to run the thought by you.  I will continue to use this mod regardless of your response, you do great stuff.  The Dire Wolf destroyer, alone, is all the reason I need to keep it loaded in my playthroughs.

Thanks,
blue
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: iamAcTive on November 16, 2019, 12:43:42 PM
The LR Mining Pod Auxiliary fighters do not fire their mining lances.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: ASSIMKO on November 18, 2019, 02:40:34 AM
UPDATE!

Somebody decided this mod was balanced enough to include in a tournament, apparently - god knows what they must have been smoking.

 kkkkkkkkkkkkkkkkkkkk 8) 8) 8) 8) 8)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: Hrothgar on November 18, 2019, 02:58:08 AM
Funny thing, it is. There are more broken ships in vanilla and other mods than in VSP- especially that big chunk of ships are utility one- minig ships, salvage gauntry ships etc.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: Cynical on November 21, 2019, 10:25:31 PM
hey has the altlas XIV been removed it hasent shown up in 10 in game years and i cant find it in the encycopida
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1 - Tournament Patch 2019-11-05 (I TAKE BRIBES)
Post by: Hrothgar on November 22, 2019, 01:22:35 AM
I think he is still here but it could be temporarily disabled for tournament.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Vayra on November 22, 2019, 04:05:41 PM
Minor balance update after watching some tournament performance. Get it from the OP.

Hi Vayra,

Thank you for the mod work that you do. 

I wanted to run a suggestion by you, for a toggle within one of the config's, encompassing the more silly aspects of your mod (Fourtenfh battlegroup, hull mods like Very Ill-Advised Modifications or Targeting Pods).  While both funny and amusing, these things seem superfluous, and add 'clutter' to the game.

If there is a method you can recommend for manually disabling these things, that would be appreciated, too.  I took a look over the structure of your mod, but gave up as there were enough related dependencies that I decided I didn't want to spend my Sunday evening reverse-engineering unfamiliar code. 

Anyway, wanted to run the thought by you.  I will continue to use this mod regardless of your response, you do great stuff.  The Dire Wolf destroyer, alone, is all the reason I need to keep it loaded in my playthroughs.

Thanks,
blue


If you want to disable the Mk.XIV stuff, the easiest way is to open the pirates.faction file with notepad or notepad++ and just set their frequencies to 0.

Very Ill-Advised is a built-in hullmod that only appears on the Bruiser (LP) - it's required because that ship would be overpowered if it could be repaired to not have ill-advised modifications. Targeting Pods likewise only appears on the Badger Mk.II :)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Cynical on November 23, 2019, 01:40:18 AM
the Altas XIV is one of my favorite ships i like the pirates having a super ship (by their standards ) i always keep one around as a trophy ship any chance the luddic path might get something similar with their Prometheus class?
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: iamAcTive on November 24, 2019, 06:04:31 PM
Dire Wolf flux capacity 4500 -> 5500, speed 100 -> 115
Awooooooooooo

LR Mining Pod Auxiliary fighters still do not fire their mining lances.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: mora on November 29, 2019, 10:54:25 AM
LR Mining Pods not firing their mining lances are caused by not having enough flux capacity; changing their max flux from 150 to 300 solved this problem.
On another note, Pirate Defense Pods kinda suffer from a similar problem of not having enough flux stats so they can't keep firing their mining lasers while also firing light mortars. However unlike the LR Mining Pods, this might be intended as these cost 0 OP to mount. This can be also fixed by raising flux capacity from 75 to 300.


Spoiler
Unrelated, but has anyone else experienced weirdness with the XIV Mudskipper? Every time I find these in fleets they don't have their TPC mounted. In fact, I've never seen one with any kind of weapon mounted, just filled with flux capacitors and hullmods. Looking at the unique hullmod script reveals that there's a chance of no TPC being generated and I've confirmed this by spawning 100 XIV Mudskippers through commands and putting them into storage(They seem to get autofitted when put into storage for some weird reason and their variant name also changes to "REAL DOMAIN" from the default "Custom") Most had their TPC while some didn't. However this also happens with ones salvaged from pirate fleets; even if it didn't have the TPC. One time I mounted an Autopulse laser on one and put it into storage only to find it being magically autofitted to the "REAL DOMAIN" variant replacing the Autopulse laser. And as i wrote earlier, I've never seen one with a TPC out in the wild, probably because NPCs also have trouble with the weird autofit behavior. I tested this by spawning a bunch of pirate fleets with mostly XIV Mudskippers by setting hullfrequency to 99999999 and out of 51 mudskippers that spawned in multiple fleets, none of them had the TPC or any weapon mounted. So Im pretty sure that Mudskippers with TPCs don't happen in NPC fleets. I have alot of mods installed so it could be that something else is causing this bug-like behavior but I just resorted to editing the skin file to make the TPC a built-in weapon.
[close]
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Arcagnello on December 02, 2019, 02:36:06 PM
Do non-player fleets use these aswell? Just wondering since I fear a mod like this would sort of steamroll without the added ships for variety.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: bluestealth on December 03, 2019, 06:05:03 PM
Minor balance update after watching some tournament performance. Get it from the OP.

Hi Vayra,

Thank you for the mod work that you do. 

I wanted to run a suggestion by you, for a toggle within one of the config's, encompassing the more silly aspects of your mod (Fourtenfh battlegroup, hull mods like Very Ill-Advised Modifications or Targeting Pods).  While both funny and amusing, these things seem superfluous, and add 'clutter' to the game.

If there is a method you can recommend for manually disabling these things, that would be appreciated, too.  I took a look over the structure of your mod, but gave up as there were enough related dependencies that I decided I didn't want to spend my Sunday evening reverse-engineering unfamiliar code. 

Anyway, wanted to run the thought by you.  I will continue to use this mod regardless of your response, you do great stuff.  The Dire Wolf destroyer, alone, is all the reason I need to keep it loaded in my playthroughs.

Thanks,
blue


If you want to disable the Mk.XIV stuff, the easiest way is to open the pirates.faction file with notepad or notepad++ and just set their frequencies to 0.

Very Ill-Advised is a built-in hullmod that only appears on the Bruiser (LP) - it's required because that ship would be overpowered if it could be repaired to not have ill-advised modifications. Targeting Pods likewise only appears on the Badger Mk.II :)

Thank you for the advice, that frequency tip will do, just fine.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Arcagnello on December 05, 2019, 07:05:03 PM
Hello Vayra! Thank you for the mod, I've been enjoying it a lot!

The only thing that really, REALLY bothers me is how absolutely broken the ill-advised modification on the LC variant of the Tyrant is. No matter what I try to prevent it, it ALWAYs gets a metric ton of critical weapon failures, permanently disabling them, sometimes even before it gets to the enemy!

It just makes no damn sense to me, my fleet variant has almost 10 minutes of peak performance a d also gets into battles with 100% combat readiness, and yet it still manages to litterally lose half its weaponry (or more) in under two minutes.

Now, I do understand the mod itself is to balance the built-in unstable injector but Jesus it litterally becomes Jesse after finishing off one enemy. Could the mod be changed to disabling a weapon longer than a simple malfuction I stead of having it DELETED from the ship?
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Hrothgar on December 06, 2019, 03:52:16 AM
I think you can repair it , ill advised mods, yes?

Then LC Tyrant is fantastic.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.1 - Mid-Tournament Balance 2019-11-22
Post by: Arcagnello on December 06, 2019, 06:00:28 AM
Wait you can? Actually let me check, I think it said it could not be removed. The ones I built myself came in with that specific D-mod three times in a row.

So, the description is the following:

This hull's systems have been drastically modified from spec, likely without certified oversight. Its systems appear to work correctly under routine condition, but have a significant chance of critical malfunction when stressed.

This mod is built into the hull - it can not be removed and it does not cost any ordinance points.


.....



You can actually remove it. What. It does cost you around half a million credits but wow.

Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - BLOOD DOG 2019-12-11
Post by: Vayra on December 11, 2019, 01:10:24 PM
You can actually remove it. What. It does cost you around half a million credits but wow.

Yep! It's a D-mod like any other, heh. All LP ships have this - except the Bruiser (LP), it has a special version that is not repairable. I believe they have a different visual border to denote that they're D-mods, and will show up as an orange bar on the ship icon as well. :)

(this is all vanilla behavior, not specific to my mod)

also: Update! v1.1.2

Two new derelicts, one new HVB if playing with Vayra's Sector, some minor balance tweaks.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - BLOOD DOG 2019-12-11
Post by: Arcagnello on December 11, 2019, 07:34:54 PM
You can actually remove it. What. It does cost you around half a million credits but wow.

Yep! It's a D-mod like any other, heh. All LP ships have this - except the Bruiser (LP), it has a special version that is not repairable. I believe they have a different visual border to denote that they're D-mods, and will show up as an orange bar on the ship icon as well. :)

(this is all vanilla behavior, not specific to my mod)

also: Update! v1.1.2

Two new derelicts, one new HVB if playing with Vayra's Sector, some minor balance tweaks.

I have 5 LP subjugators and I approve of their FP increase. They're monsters. I'm kind of surprised that the Persecutor did not receive the same treatment since it's better in almost every day when compared to the hammerhead, at least in it's LP variant.

Does the hammer pod also apply the the LP subjugators?

Also, giv me pics of the new ships! I needz et!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - when all you have is a spade... 2019-12-11
Post by: mora on December 11, 2019, 09:13:47 PM
The hvb_hostile.faction file lacks an "id" entry and won't let the game load...

edit:I somehow deleted Vayra's sector too and reinstalling it fixed it. My bad!
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - when all you have is a spade... 2019-12-11
Post by: Gruzuk on December 12, 2019, 02:14:36 AM
Hey, just updated and now the game errors out on startup, hvb_hostile.faction "ID" is missing. Just thought you might want to know, thanks.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2 - when all you have is a spade... 2019-12-11
Post by: Vayra on December 12, 2019, 02:03:18 PM
Whoops, thanks for the reports - hotfix out, download from the OP.

EDIT: AND AGAIN!

(a) - fixed bug where mod would crash without Vayra's Sector
(b) - fixed bug where above fix broke saves


 8)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2b - TWO HOTFIXES 2019-12-12
Post by: Captain Trek on December 13, 2019, 02:13:09 AM
Unfortunately, the latest version of the mod is still broken. ^^;

(https://i.imgur.com/tVPnycD.png)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Vayra on December 13, 2019, 09:51:56 PM
im gonna fckin scream lol

UPDATE AGAIN AGAIN, GET FROM THE OP, I ACTUALLY TESTED IT THIS TIME I SWEAR - 1.1.2c


(a) - fixed bug where mod would crash without Vayra's Sector
(b) - fixed bug where above fix broke saves
(c) - fixed bug where above fix undid fix (a)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: mora on December 15, 2019, 06:31:29 AM
Not much of a big deal but the new Redoubt derelict drone has a tiny problem. The Stop Gap Measure mod has a derelict drone cruiser with the same name.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Fly666monkey on December 15, 2019, 08:49:24 PM
So, I hate to be a bearer of bad news, but I think I may have found another bug related to the new hotfix. There's now a new faction added by your mod simply called "Hostile" that has no description or colonies associated with it. I have a sneaking suspicion this is not intentional.

Spoiler
(https://i.imgur.com/BA7rwkY.png)
[close]
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: StarsectorForumLurkerGuy on December 16, 2019, 05:29:19 AM
Hiya Vayra!

The LR Mining Pod Auxiliary just circle their target and drop flares, never actually attacking anything.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Vayra on December 21, 2019, 08:51:54 PM
Not much of a big deal but the new Redoubt derelict drone has a tiny problem. The Stop Gap Measure mod has a derelict drone cruiser with the same name.

Argh! That's not in the name list document!  :-[

I'll change mine to Palisade.

So, I hate to be a bearer of bad news, but I think I may have found another bug related to the new hotfix. There's now a new faction added by your mod simply called "Hostile" that has no description or colonies associated with it. I have a sneaking suspicion this is not intentional.

Spoiler
(https://i.imgur.com/BA7rwkY.png)
[close]

Hah, damnit. Fixed for next update.

Hiya Vayra!

The LR Mining Pod Auxiliary just circle their target and drop flares, never actually attacking anything.

I also noticed this! Fixed for next update (stealth buff to the Badger, lol)
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Gumbercules on January 05, 2020, 10:58:13 PM
I'm trying to purge the galaxy of Capitalist Swine but whenever I choose to start as a Persean Revolutionary I'm spawned on Umbra surrounded by pirates and my commission is removed. Anyone know what I should do?
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Zerraforn on January 05, 2020, 11:41:28 PM
I'm trying to purge the galaxy of Capitalist Swine but whenever I choose to start as a Persean Revolutionary I'm spawned on Umbra surrounded by pirates and my commission is removed. Anyone know what I should do?

I think that's because the Revolutionary Council doesn't exist at the start of the game. They should appear later on though, given enough time.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: HeartofDiscord on January 09, 2020, 10:48:11 PM
Hey Vayra, I was able to remove all the mining lasers from the Prospector and other Hardwired Mining Laser ships. I'm not quite sure how I did it, but it involved entering and exiting sim, removing one laser, and repeating. I was actually able to just outright remove them all at will at one point. I thought they were gone for good, but I tried autofitting, and after I autofit I stripped some other slots and they all came back at once! I wish I could tell you more about how I did it but It happened by accident and I wasn't paying attention.
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: Vayra on January 10, 2020, 11:26:48 PM
I'm trying to purge the galaxy of Capitalist Swine but whenever I choose to start as a Persean Revolutionary I'm spawned on Umbra surrounded by pirates and my commission is removed. Anyone know what I should do?

I think that's because the Revolutionary Council doesn't exist at the start of the game. They should appear later on though, given enough time.

Yep, that's correct. It's hard to be a good socialist in the Persean Sector. Material conditions and all that :-[
Title: Re: [0.9.1a] Vayra's Ship Pack v1.1.2c - THREE! HA! THREE HOTFIXES 2019-12-13
Post by: duckasick on January 11, 2020, 06:13:26 AM
I've been enjoying this ship pack a lot, but I feel like the medium combat laser is a bit unbalanced. It's only 1 OP more than the graviton beam, but also targets missiles, has 1.5x the base damage, and turns pretty fast. The graviton beam pushes away figthers (although I never notice it), and does additional damage to shields, but that isn't enough to  make it worth using over the combat laser. The difference in OP cost is way to small for that.



Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Vayra on January 14, 2020, 07:47:09 PM
(https://i.imgur.com/GsI3ZNUl.gif)

Update! v1.1.3 - grab it from the OP (http://fractalsoftworks.com/forum/index.php?topic=16059.0)

- new midline ships
- new hightech ship
- new garbage space trucks
- new derelict ships
- spade buffs
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Peanut Man on January 14, 2020, 11:09:28 PM
>See communist waifu
Maybe seizing the means of production doesn't sound so bad after all..
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: mora on January 15, 2020, 08:17:53 AM
So its been like this for a few versions but the Hatchetman (LP) exists as a skin file but lacks an entry in the default_ship_roles.json file and doesn't spawn. Forgot to add it or is it not ready for players to use yet?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Vayra on January 15, 2020, 12:29:00 PM
So its been like this for a few versions but the Hatchetman (LP) exists as a skin file but lacks an entry in the default_ship_roles.json file and doesn't spawn. Forgot to add it or is it not ready for players to use yet?

Whoops - that's an oversight. Will be fixed next release.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Ceowulf on January 16, 2020, 07:42:48 AM
This mod is brilliant, thank you so much for making and sharing it. However, and I hate to ask this, but could I (pretty) please have a link to version 1.1.2c.... ? I just kind of dumbly upgraded to both the latest version of this and your sector mod and (I'm new to the game, and modding for it) didn't realise it would break my save. I even just downloaded the new file and overwrote the old .zip so I don't even have that to pull from.

I found a system with, get this: 1 gas giant (100%) and 2 moons (jungle and water worlds, both 100 and 125%). I had volatiles, mining for ores, and a +2 food basket all in ONE system, around ONE gas giant! And it had 3 stables spots! AND it was only 12ly away from the core! I don't think I'll find anything like that again, my heart died a little inside once the save broke :P

Thank you kindly if you can help, if not, no worries. It's probably healthy that I take a bit of a break from the game anyway ;)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Vayra on January 16, 2020, 01:20:44 PM
This mod is brilliant, thank you so much for making and sharing it. However, and I hate to ask this, but could I (pretty) please have a link to version 1.1.2c.... ? I just kind of dumbly upgraded to both the latest version of this and your sector mod and (I'm new to the game, and modding for it) didn't realise it would break my save. I even just downloaded the new file and overwrote the old .zip so I don't even have that to pull from.

I found a system with, get this: 1 gas giant (100%) and 2 moons (jungle and water worlds, both 100 and 125%). I had volatiles, mining for ores, and a +2 food basket all in ONE system, around ONE gas giant! And it had 3 stables spots! AND it was only 12ly away from the core! I don't think I'll find anything like that again, my heart died a little inside once the save broke :P

Thank you kindly if you can help, if not, no worries. It's probably healthy that I take a bit of a break from the game anyway ;)

 :-[ https://drive.google.com/open?id=1Q33q-OIBbQ0LvRsSyxXJDG7Z7dvFBEU4
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Ceowulf on January 16, 2020, 05:14:37 PM
This mod is brilliant, thank you so much for making and sharing it. However, and I hate to ask this, but could I (pretty) please have a link to version 1.1.2c.... ? I just kind of dumbly upgraded to both the latest version of this and your sector mod and (I'm new to the game, and modding for it) didn't realise it would break my save. I even just downloaded the new file and overwrote the old .zip so I don't even have that to pull from.

I found a system with, get this: 1 gas giant (100%) and 2 moons (jungle and water worlds, both 100 and 125%). I had volatiles, mining for ores, and a +2 food basket all in ONE system, around ONE gas giant! And it had 3 stables spots! AND it was only 12ly away from the core! I don't think I'll find anything like that again, my heart died a little inside once the save broke :P

Thank you kindly if you can help, if not, no worries. It's probably healthy that I take a bit of a break from the game anyway ;)

 :-[ https://drive.google.com/open?id=1Q33q-OIBbQ0LvRsSyxXJDG7Z7dvFBEU4

Thank you very much!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: StarsectorForumLurkerGuy on January 17, 2020, 03:59:20 AM
Would it be possible to tone down the sound of the antediluvian reflector beam a bit? Can I do it myself? It's a great weapon and I use it all the time on many ships, but it's so loud I can barely hear anyhing else and it kinda drives me nuts after a while.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: mora on January 17, 2020, 07:47:40 AM
Would it be possible to tone down the sound of the antediluvian reflector beam a bit? Can I do it myself? It's a great weapon and I use it all the time on many ships, but it's so loud I can barely hear anyhing else and it kinda drives me nuts after a while.
Open up the antediluvian_reflector.wpn file under Vayra's Ship Pack\data\weapons folder with any text editor and replace line 10
Code
"fireSoundOne": "antediluvian_beam_01",
with something else like:
Code
"fireSoundTwo": "laser_loop",
for the sound of PD lasers which is very quiet but still noticeable
Code
"fireSoundTwo":"phase_beam_loop",
to make it sound like a phase lance
Code
"fireSoundTwo":"tachyon_lance_fire",
for the glorious sound of the glorious tachyon lance
Or simply remove that line to mute the thing.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: StarsectorForumLurkerGuy on January 17, 2020, 07:55:38 AM
Thank you Mora!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Vayra on January 18, 2020, 02:32:35 AM
Would it be possible to tone down the sound of the antediluvian reflector beam a bit? Can I do it myself? It's a great weapon and I use it all the time on many ships, but it's so loud I can barely hear anyhing else and it kinda drives me nuts after a while.

Heh, these are the original sounds... I'll make it quieter for the next release.  :)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: Omnikuken on January 23, 2020, 03:33:59 PM
Starting new game on 1.1.3 : crash to desktop, log file outputs >

java.lang.NoClassDefFoundError: data/scripts/VayraModPlugin
   at data.scripts.campaign.fleets.KadurQamarSpawner.advance(KadurQamarSpawner.java:200)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.VayraModPlugin
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)

EDIT : as stated in 1st log line, something in Kadur Remnants is crapping out this mod. Turning off Kadur fixes the crash .....
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.3 - Calling a Spade a Spade Mk.II (LP) 2020-01-14
Post by: noname1208 on January 24, 2020, 03:36:04 PM
I actually was about to report the same bug but I see I've been beaten to it, disabling Kadur Remnants stopped my crashing on new game start

This mod looks awesome, can't wait to get into it :)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Vayra on January 24, 2020, 08:29:13 PM
That crash was actually in Kadur as mentioned, but has been fixed now.  ;)

(https://i.imgur.com/j9Fk5V6.jpg)
Minor update - 1.1.4, adding a new light exploration capital ship.

Get it from the OP. I don't know what it will do to your saves but this one uh, MIGHT actually be safe?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: agnar on January 25, 2020, 05:49:06 AM
I seem to have a little Problem with this mod.

I bought a Badger and outfitted it with the augmented drive thingy (+2 Burn) or the militarized Subsystems thingy ( +1 burn treated like a military ship thingy for cilivilian hulls)
And in the refit screen it show me the bonuses are applied correctly.
But in the fleet screen it does not show -> also there is no effect from these ships mods
(badger is currently my slowest ship in my small fleet thats why i noticed it)

Can you have a look if you can reproduce this or if it is an issue on my side?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: noname1208 on January 25, 2020, 08:43:42 AM
I did think it was odd that unselecting this mod still made it crash with your name on it, I'm glad it was sorted out though :)
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Minimaximism on January 27, 2020, 04:37:05 PM
Hey! I really enjoy your mods; I've recently gotten a lot of mileage out of the Swordsman + safety overrides  :P
The only problem I've encountered is with the Mudskipper XIV. The looted thermal pulse cannon doesn't automatically equip to the weapon slot, even when there are enough OP available. Other ships with integrated weapons (e.g. the Prospector) work normally. I made a fresh save using only the libraries + your sector/ship/Kadur mods + console commands to check, and the problem still occurs.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Vayra on February 02, 2020, 07:25:08 PM
Hey! I really enjoy your mods; I've recently gotten a lot of mileage out of the Swordsman + safety overrides  :P
The only problem I've encountered is with the Mudskipper XIV. The looted thermal pulse cannon doesn't automatically equip to the weapon slot, even when there are enough OP available. Other ships with integrated weapons (e.g. the Prospector) work normally. I made a fresh save using only the libraries + your sector/ship/Kadur mods + console commands to check, and the problem still occurs.

Whoops - was checking the ship's captain for Loadout Design 3 rather than the fleet admiral. It would actually have been an issue on the Prospector too - but only when over the hull's base OP allotment, heh.

Should be fixed for the next release!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: DerkaDur on February 12, 2020, 07:57:31 PM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: e on February 12, 2020, 08:48:53 PM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D

I've seen this problem happen when i updated in the middle of a play through, since then, i started a new save but haven't been able to find a blueprint for the ship yet so i don't know if this problem is related to updating mid-game or if it's an issue with the mod.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: mora on February 12, 2020, 08:53:58 PM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D

I've seen this problem happen when i updated in the middle of a play through, since then, i started a new save but haven't been able to find a blueprint for the ship yet so i don't know if this problem is related to updating mid-game or if it's an issue with the mod.
The Pathfinder lacks an entry in the default_ship_roles.json making heavy industry incapable of making one. The Gremlin (LP) and (P) has the same problem in vanilla. You can add the entry yourself or wait for it to get fixed.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: e on February 12, 2020, 08:58:40 PM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D

I've seen this problem happen when i updated in the middle of a play through, since then, i started a new save but haven't been able to find a blueprint for the ship yet so i don't know if this problem is related to updating mid-game or if it's an issue with the mod.
The Pathfinder lacks an entry in the default_ship_roles.json making heavy industry incapable of making one. The Gremlin (LP) and (P) has the same problem in vanilla. You can add the entry yourself or wait for it to get fixed.

k, thanks for the tip ;D
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: DerkaDur on February 13, 2020, 02:13:03 AM
Hey there, love the mod!

  I received the blueprint for the new pathfinder expeditionary ship, and immediately placed an order for two ships. At the end of the month, I am notified that 125,000 worth of credits went into the production of the ships. This confused me, because my heavy industry is capable of 550,000 in custom production a month. I try queuing just one, and the same thing happens. Next month I trying building a different ship worth 490,000, and it completes at the end of the month. I'm not sure whats going on. Is there something I am doing wrong? Any feedback is appreciated.

 Thanks  ;D

I've seen this problem happen when i updated in the middle of a play through, since then, i started a new save but haven't been able to find a blueprint for the ship yet so i don't know if this problem is related to updating mid-game or if it's an issue with the mod.
The Pathfinder lacks an entry in the default_ship_roles.json making heavy industry incapable of making one. The Gremlin (LP) and (P) has the same problem in vanilla. You can add the entry yourself or wait for it to get fixed.

Thanks!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: DDwarrirofire on February 21, 2020, 01:38:17 PM
Just here to say I love the Tyrant.  It's everything I wanted the onslaught to be.  Point where it's heavy mounts can converge, a ship ability that could actually be controlled and just looks cool.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Stormy Fairweather on March 09, 2020, 05:41:55 PM
quick fix for the pathfinder building issue. change the extension to .json, plop into Vayra's Ship Pack\data\world\factions, and now you can build pathfinders

[attachment deleted by admin]
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: e on March 09, 2020, 05:56:19 PM
quick fix for the pathfinder building issue. change the extension to .json, plop into Vayra's Ship Pack\data\world\factions, and now you can build pathfinders

Thanks!!!
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Chryvrius on March 12, 2020, 10:59:45 AM
Quick question--

Is it possible to get blueprints for the antediluvian weapons?

Edit:
Searched the entire sector, no luck thus far. Trying again on another save w/ console commands.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Fatman_D on April 16, 2020, 08:56:50 AM
I suggest to tag some utility ships such as Badger class and Rock Hound class as CIVILIAN, since it is somewhat annoying to accidentally send them to the battlefield the All button.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Argonaut on April 23, 2020, 04:51:12 AM
I use both your Kadur and your Sector mods, so i have to say it how it is... the cruisers and the capital in this pack are not as good-looking and visually interesting as the other ships. I mean, look at the Badger. What a sweet ship. That "oppressor" though? Yeesh. You may chalk it down to "individual taste", but i've seen the sprites you CAN make, and these are just not up to par. I'll spare you and myself the analysis of why that is so because we both have billions of years of evolution on our backs and even the same ancestors if we go back far enough, so there is no way your heart doesn't know that i speak the truth.
For now, i'm extirpating them from my game.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: gremlin on May 30, 2020, 09:53:55 PM
It broke my heart when a random pirate fleet bounty started talking about freedom, especially when I didn't have the chance to recruit or surrender to them.

I'm a monster.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: peppermeth on June 01, 2020, 08:14:48 PM
quick fix for the pathfinder building issue. change the extension to .json, plop into Vayra's Ship Pack\data\world\factions, and now you can build pathfinders

[attachment deleted by admin]

What am i precisely suppose to write in the code??? Cause i tried something following your advice and it didn't work.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Serenitis on June 12, 2020, 05:52:58 AM
I need to blame someone for this who isn't me.
Spoiler
(https://i.imgur.com/uZvoeBe.png)
[close]

This is disgusting trash, and I can't stop ruining stuff with it.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Serenitis on June 24, 2020, 12:32:44 PM
When being produced by industry, the Pathfinder never completes and just consumes money forever.

The cause is the ship type "vayra_pathfinder" not being defined in default_ship_roles.json.
Adding the following to roles allowed construction to complete:
"vayra_pathfinder_artillery":5,
"vayra_pathfinder_beam":5,

Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: mora on July 18, 2020, 07:46:48 PM
Just found out that the Pathfinder also lacks an entry in the mining_ships.csv, despite the description saying it's a mining ship.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Justinx931 on August 05, 2020, 10:27:55 PM
i've attempted the warlord bounty several times now, but it has so far not been able to yield the unique ship, which happened with the ghost ship bounty and gal paladin bounty without any of the ships.

i checked the bounty csv's and these are always recoverable so im not sure whats going on, i did get  a heretic ship from a ai fleet so it's not always, but i redid the warlord battle like 8 times and still didn't get it in the batch of ships able to be recovered same with the bloodhounds with so many bloodhounds to be recovered but none showed up.

i speculate it might have to do with removing vayra's negative hullmods by removing the "damage" in the hullmods file which would make the game not pick them.(as instructed by mora in the vayras sector thread) that's the only thing i changed.

too far in this campaign so eh, but still a loss of possibly good/collectible ships.


apparently well explored bug in the vayras sector thread, so removed.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Julio Montega on August 19, 2020, 11:22:59 AM
I really like the ship pack!
My favourite ship by far is the "Hail" Combat Pinnace, especially in the up-'ratted Hail (P) version.
Do you plan on adding on some more ships in the future?
I'd look forward to larger ships sporting that beautiful hull and the take on combat the Hail brings with to the field.
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: latua95 on September 20, 2020, 06:20:42 AM
Hello?can i reprint your mod?
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: connortron7 on September 20, 2020, 12:32:09 PM
i've attempted the warlord bounty several times now, but it has so far not been able to yield the unique ship, which happened with the ghost ship bounty and gal paladin bounty without any of the ships.

i checked the bounty csv's and these are always recoverable so im not sure whats going on, i did get  a heretic ship from a ai fleet so it's not always, but i redid the warlord battle like 8 times and still didn't get it in the batch of ships able to be recovered same with the bloodhounds with so many bloodhounds to be recovered but none showed up.

i speculate it might have to do with removing vayra's negative hullmods by removing the "damage" in the hullmods file which would make the game not pick them.(as instructed by mora in the vayras sector thread) that's the only thing i changed.

too far in this campaign so eh, but still a loss of possibly good/collectible ships.


apparently well explored bug in the vayras sector thread, so removed.
But you didn't actually remove it, you just put a line through it...
Title: Re: [0.9.1a] Vayra's Ship Pack 1.1.4 - more like "patherfinder" amirite 2020-01-24
Post by: Neitronus on September 23, 2020, 09:00:10 AM
Hello again, can I ask you to migrate your version file from bitbucket, because Atlassian messed with it being reacheble with recent update.