Fractal Softworks Forum

Starsector => Mods => Topic started by: Ed on September 07, 2019, 07:00:00 PM

Title: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on September 07, 2019, 07:00:00 PM
(https://i.imgur.com/By3Wye0.png)

ED Shipyard 2.1.2

Click Here for New Home! (https://fractalsoftworks.com/forum/index.php?topic=24976.0)

SAVE COMPATIBLE WITH 2.0 (Still, make backups)
NOT SAVE COMPATIBLE WITH 1.9.x

REQUIRES ALL THE LIBS

(Requires LazyLib  (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib  (http://fractalsoftworks.com/forum/index.php?topic=10982))
(Requires MagicLib  (http://fractalsoftworks.com/forum/index.php?topic=13718.0))

Compatible with Version Checker!
Added integration with Nexerelin!

This mod adds some high tech ships and weapons to Independents (and pirates), there is no real theme behind them other than the naming convention and color scheme, those are just ships i would find useful in my fleets or fun to play with.

Ships
Spoiler
(https://i.imgur.com/JyTaGi9.png)
[close]

How to get Wurgandal
Spoiler
Get to lv50
Max your reputation with Independents
Have 25 Million in your pocket
Go to a bar in an Independent world with ED Shipyards submarket, find the representative.
[close]

There is now a submarket in Nova Maxios that sell the ships, if you have Nex there will also be one in the Freeport.

Lore
Spoiler
(https://i.imgur.com/7mZLJUw.png)
ED Shipyards is a private Independent aerospace manufacturer and space transportation services company. It was founded after the collapse of the Domain's rule by Eron Dust, an eccentric celebrity billionaire with the goal of developing new spaceship technologies. Despite having dealings with Tri-Tachyon and the Persean League Eron Dust operates his business only in Independent worlds where most of the unique ED Shipyard designs can be found.

While the company is suspected of using artificial intelligence technology no illegal activity was ever discovered by Hegemony inspections. The company is also accused of stealing blueprints and violating copyright law, but none of the accusations held in court due to lack of evidence.
[close]

I aim to make these ships balanced, this is not supposed to be an "OP ships" pack, these ships are supposed to fill roles that may not exist in vanilla ships and some are very specialized, the way i balance my ships is not by making all their stats and features average, but by giving them as many strong flaws as they have strong points, feedback is welcome.

Changelog 2.1+
Spoiler
Version 2.1.2
Fixed missing vanilla weapons in indie markets

Version 2.1.1
Fixed a crash on Magnetic Burst
Improved the *** that was the Groenendael Engines
Slightly Improvements to Malinois sprite
Increased Malinois DP to 24 from 21
Increased Malinois speed to 85 from 75
Increased max range (last pulse) of Misdirection from 3*ship radius to 4*ship radius

Version 2.1
-Added Redbone
-Added Basset
-Added Bischon
-Added Malinois
-Fixed Tyrant Maw Description
-Magnetic Burst now disable shield/phase for the user, but the damage reduction now starts at 50% and scales to 100% at the peak
-Reworked Magnetic Burst AI
-Added 300 flux cost and increased the cooldown of mine teleporter by 2 seconds
-Added most of the ships to simulation selection
-Wurgandal's Engine Defense Module now has Station Mine Strike instead of Mine Teleport
-Wurgandal's Hangar Modules had their systems replaced with Misdirection
-Halved Dense Neutrino Beam Emp damage
-Magna Blaster energy cost decreased from 2000 to 1350
-Magna Blaster EMP damage decreased from 4000 to 1500
-Shield Breaker now deals extra energy damage on enemies with 75%+ hard flux or if they are overloaded
-Added Light Fire Lance
-Added Heavy Fire Lance
-Added Mega Fire Lance
-Fixed a submarket problem where weapons and fighters stacked forever, they should be fixed on your next market reset
-Greatly increased ship variety in the Submarket
[close]
Changelog 2.0
Spoiler
Version 2.0
(https://i.imgur.com/iyJmw3j.jpg)
[close]
Changelog pre-2.0
Spoiler
Version 1.9.9a
-Fixed hidden built-in-only hullmods appearing as learnable (hopefully)
-Fixed mismatched image name error crashing on Linux
-Increased the Cooldown on Dust Missiles to 8 seconds (8,16 and 48 missiles versions)
Version 1.9.9
-Added Dalmatian Phase Superfreighter
-Added Bernese Construction Cruiser
-Increased all Ricochet and Scatter gun weapons range to 750 from 600
-Nerfed Magna Blaster range to 1000 from 1200
-Nerfed Magna Blaster EMP to 4000 from 4500
-Increased the Pug operational range to 900 from 600
-Detonator Drones will now cancel the self-destruct if friendly ships are too close
-Added the Grapeshot Cannon family (Ballistic)
-Lowered the Spread of all Shield Breaker weapons slightly
-Lowered Collie OP to 55 from 64
-Made most BPs less rare
-Doppelswap AI should take friendly projectiles into consideration now
-Removed Increased Maintenance from Shiba, but also removed Built-in Auxiliary Thrusters
-Increased the Shiba DP to 10 from 9
-Doppel ships now have zero signature similar to Phase ships
Version 1.9.7
-Added Pirate Retriever
-Remodeled Pirate Beauceron and the detonator drone
-Wurgandal Weapon modules now have 2 extra small universal slots
-Wurgandal Weapon had their OP increased to 120 from 100
-Wurgandal Hangar modules now have a universal instead of composite large weapon
-Wurgandal Hangar modules had the ship system changed to mine teleport (pomeranian version, not doom version)
-Carolina Reload now works with Speed Up
-Carolina Reload now has a 5% chance per bullet reloaded to grant Lucky Shot to the next shot increasing damage by 50%
-Corrected the feedback angle of the Carlina Reaper shots
-Increased damage of detonator drones to 2500 from 1500
-Increased explosion radius of detonation frones to 400 from 300
-Improved the Terrier AI (thanks to WASP103)
-Improved the Maltese AI (thanks to WASP103)
-Increased Dust Barrage (48 shot, large) OP cost to 22 from 15
-Lowered Dust Quad Launcher (4 shot, small) OP cost to 1 from 3
-Lowered Dust Quad Launcher burst size to 1 from 4
-Lowered Dust Single Launcher OP cost to 0 from 1
-Dust missile Barrage and Cluster how have 4 second cooldown from 2 seconds cooldown
-Added Dust Missile Cluster (small, 8 shot)
-Added the Shield Breaker Family (Ballistic)
-Added the Scatter Cannon Family (Ballistic)
-Added Ricocher Pellet Gun (Ballistic)
-Added Magna Blaster (Energy)
-Added Cluster Cannon (Ballistic)
Version 1.9.5
-Added Basenji
-Changed the Chin ship system to microburn
-Nerfed Bernard's Great Drive Field burn increase to 2 from 4
-Lowered Bernard price, fuel use and supply use and increased burn speed to compensate for the nerf
-Remodeled wolfhound and the pirate version
-Fixed a glitch in Spatial Swap AI
-Added some blinkers and swag and ***
-Minor remodeling in parts of the Beauceron and Wurgandal
-Changed corgi small composite mounts into universals
-Nerfed Corgi OP to 70 from 80
-Removed High Maintenance from the Chin
-Reworked the Papillon, removed Phase Cloak and increased several other attributes to compensate
-Buffed Pincher speed to 300 from 200
-Nerfed Pug operational range to 600 from 1200
-Nerfed Pug OP cost to 3 from 1
-Increased Pug wing size by 1
-Increased Pincher and Papillon armor by 50
-Added one more Dust missile and Wisp Launcher to Papillon
-Nerfed Wisp Launcher OP cost to 1 from 0
-Nerfed Wisp Launcher EMP to 20 from 100
-Nerfed Wisp Launcher duration to 4 seconds from 5 seconds
-Nerfed Wisp Launcher projectile health to 1 from 150
-Wisp Launchers no longer cost flux
-Added 1 second delay between Wisp bursts
-Nerfed Dust missiles projectile health to 75 from 150
-Nerfed Dust missile EMP to 300 from 600
-Changed the Rescue and Detonation drone`s collision to Fighter to fix an AI pathing issue with the Retriever and Beauceron
-Increased Retriever and Beauceron collision radius
-Fixed an issue that caused the Spatial Swap AI to sometimes fail to recognize allies in danger
-Reworked Detonator Drone's Self Destruct
-Saluki Remodel, changed Saluki`s large energy hidden slots into large energy hardpoints and the medium missile turrets into medium missile hardpoints
-Fixed the Groenendael collision polygon
-Added 1 medium energy mount and 2 small energy mounts to the Rottweiler
-Increased Rottweiler DP to 25 from 24
-Improved Acceleration and deceleration of Beauceron and the pirate version to hit max speed in 1 second (kept max speed the same) to improve maneuverability
Version 1.9.4
-Added Beauceron
-Added Pirate Beauceron
-Added Pirate Dobermann
-Added Wisp Launcher Small Energy PD System
-Terrier drones now should always give priority to weapons that do not replenish themselves
-Remodeled the Retriever, also the shield now changes color depending on how much accumulated damage the generator has
-Remodeled the Groenendael again, removed the silly accidental face
-Reduced Chin DP to 4 from 5
-Reduced Collie DP to 8 from 9
-Reduced Shiba DP to 9 from 11
-Increased Corgi DP to 11 from 10
-Corrected the problem where Papillons wouldn't release their missiles if the target engines were disabled already
-Increased Papillon Refit time to 40 seconds from 30 seconds to compensate for how strong they became after the previous fix
-Lowered the Papillon attack run range
-Changed the Papillon PD laser for a Wisp Launcher
-Changed Pug system to ammofeed from flare launcher (fighter)
-Added 4 Wisp Launchers to the Pug
-Made some ships less rare
Version 1.9.2
-Added 48 shot Dust Missile
-Added Neutrino Beam Medium PD
-The Retriever's Shield Field now costs 400 hard flux per second, this cost is added to the damage accumulation of the shield, and will increase over time until the shield is disabled
-Halved the speed of Dust Missiles, they are easier to shot down, but they no longer get stuck in loops
-Fixed an Inconsistency on the Pomeranian bounds polygon
-Nerfed the Dobermann OP to 180 from 240
-Remade the Leonberger engines
-Remodeled Groenendael
-Doubled the amount of guns on the Groenendael, the large weapons were converted to Universals
-Increased Groenendael deployment cost to 72 from 64 to compensate for the increase in firepower and flexibility
-Increased Groenendael mass to 4500 from 3000
-Reworked Grand Salvo, the system will now work on any combat speed, and it no longer kills the engines, but deals less damage overall dealing 75 HE dmg per shot, 20 shots per sec and 8 sec duration, theorethical 12000 dmg if every single shot hit
-Fixed a glitch that locked the Wurgandal in perpetual siege mode if the Maw was interrupted with Venting
-Fixed a glitch with the Maltese and Terrier drones not being removed from the game when landing
-Increased Papillon engagement and attack run range to compensate for the changes in the Dust
-Increased Terrier reload amount, small weapons are fully reloaded, medium reload 25% of max ammo and large reloads 10% of max ammo from 50%/20%/5%
-Increased Maltese hull healing by 0.5/1/2/4 points based on the size of he ship being healed, but only if the ship being healed has not lost any CR since the battle started
-The Maltese now gives a higher priority to damaged ships nearby instead of beelining for the most damaged all the time
-Greatly reduced the prices of Groenendael, Leonberger, Rottweiler, Beagle, Dobermann and Collie
Version 1.9.0a
-Added 4 shot Dust Missile (small)
-Added 16 shot Dust Missile (medium)
-Made slight changes to the newfoundland collision radius to improve AI aim
-Fixed a crash on the Retriever
Version 1.9.0
-Added Shiba
-Added Retriever
-Added Newfoundland
-Cleaned up Carolinas, Corgi and Beagle sprites
-Improved the Carolina reloading animation
-Nerfed Corgi top speed to 65 from 85
-Nerfed Dachshund cargo to 800 from 1000
-Nerfed Dachshund Peak Performance to 90 seconds from 480
-Nerfed Dachshund fuel to 300 from 400
-Nerfed Dachshund fuel/ly to 3 from 2
-Nerfed Pirate Dachshund supply cost to 20 from 16
-Nerfed Pirate Dachshund cargo to 100 from 200
-Buffed Leonberger acceleration to 20 from 6
-Buffed Leonberger turn acceleration to 6 from 3
-Buffed Leonberger top speed to 80 from 75
-Buffed Leonberger phase enter cost to 0.15 of base from 0.25
-Nerfed Leonberger and Rottweiler shield module max flux to 2400 from 7400
-Buffed Leonberger and Rottweiler shield module shield arc to 165 from 90
-Buffed Rottweiler Shield arc to 105 from 90
-Buffed Rottweiler Shield radius to 180 from 155
-Buffed Rottweiler Large Weapon arcs to 210 from 180
-Buffed Pug refit time to 40 seconds from 60 seconds
-Buffed Collie Peak performance to 280 from 120 seconds
-Tyrant Maw now pierces through unshielded fighters
-Improved Rottweiler Large Weapon slots sprite
-Nerfed Point Defense Specialization range bonus to 100 from 200
-Buffed Point Defense Specialization turn speed to 35 from 30
-Spatial Swap now resets momentum (sets velocity to zero)
-Spatial Swap now applies a hull damage taken reduction buff on the target until the swap happens, smaller ships get stronger reduction
-Fixed a possible crash on Spatial Swap
-Fixed a *** typo
Version 1.8.2
-Added Carolina
-Added Pirate Carolina
-Remodeled the Beagle
-Remodeled the Corgi
-Fixed the rarity of the ships in the markets
-Fixed a crash on PD Specialization hullmod tooltip
-Point Defense Specialization is now Hidden (no longer learnable)
Version 1.8.0
-Added Chihuahua
-Added Wolfhound
-Added Pirate Wolfhound
-Added Pirate Dachshund
-My drone fighter wings should now appear on independent markets
-Fixed a duplication glitch by reworking Small Drone Hangar
-Reworked Small Drone Hangar, all fighters can now be equipped, but they will have a significant chance to malfuncion in combat if they are outside the hullmod limitations
-Reworked Point Defense Specialization, all guns can now be equipped, but they will have a significant chance to malfuncion in combat if they are not PD or anti-fighter
-Small Drone Hangars how works with Drone Conversion from Seeker.
-Tyrant Maw range nerfed further to 2000 from 3000
-Nerfed Wurgandal base hitpoints to 25000 from 35000
-Wurgandal is no longer Unboardable
-Fixed a crash with Spatial Swap
-Spatial Swap now has 4000 max range
-Changed Affenpinscher name to Pincher due to it being claimed already by other mod (the ship id is the same as previously, this should not crash your savefiles)
-Increasd Leonberger max speed by 15
Version 1.7.0
-Added Dobermann
-Added Beagle
-Fixed AI tags of Chin and Collie
-Fixed Autofit tags in the fighter wings, they should autofit correctly now (thanks Nia)
-Changed Shield Bash to 200 kinetic 200 emp from 300 kinetic 100 emp per hit and lowered push to 500 from 600
-Wurgandal should be showing up in Independent markets now (fixed issue with the tags)
-Wurgandal base price reduced to 2 million from 10 million
-Nerfed Wurgandal main ship OP to 200 from 228
-Nerfed Wurgandal shield and weapon modules flux capacitors by 1500 flux each
-Nerfed Wurgandal max crew to 2000 from 4000
-Nerfed Wurgandal max cargo to 1500 from 2500
-Nerfed Wurgandal max fuel to 600 from 800
-Nerfed Wurgandal Tyrant Maw range to 3000 from 10000, lowered flux per second to 2400 from 2500
-Nerfed Wurgandal Tyrant Eye range increase to 60% from 200%, and Sensor range to 120% from 200%, lowered flux per second to 600 from 1500
-Buffed Wurgandal deployment cost to 100 from 120
-Wurgandal Hangar Module system changed from Reserve Deployment to Ammofeed
-Replaced the Tyrant Maw Burst Wave
-Wurgandal AI can now use the Tyrant Maw
-Fixed a serious flaw in the Tyrant Eye AI
-Tyrant Eye now affects Tyrant Maw
-Safety Removal no longer increases acceleration and deceleration (affects both Saluki and Leonberger)
-Nerfed Leonberger acceleration, deceleration and turn rate by about 80%
-Nerfed Leonberger armor to 1200 from 1800
-Buffed Leonberger armormodules armor to 1800 from 1200
-Nerfed Leonberger shieldmodule armor to 200 from 1200
-Nerfed Leonberger fuel use, to 20 f/ly from 10 f/ly
-Nerfed Leonberger Turrets which had 360 rotation to a max of 240
-Nerfed Saluki fuel use, to 8 f/ly from 4 f/ly
-Nerfed Saluki Armor to 750 from 800
-Nerfed Saluki Hull to 5000 from 6000
-Nerfed Saluki Flux dissipation to 750 from 900
-Nerfed Dust missiles (Papillon payload) lowering HE dmg to 300 from 600 and EMP to 600 from 1200, lowered OP cost to 1 from 3
-Groenendael, Leonberger, Saluki and Bernard are now harder to find
-Nerfed Bernard fuel use, to 50 f/ly from 25 f/ly
-Fixed a crash on PD Only Weapons hullmod, the hullmod now also accepts some modded PD weapons it rejected before
-Use of omni shield conversion and converted hangars that were too exploitable are now blocked by special hullmods
-Fixed more embarrassing typos
Version 1.6.0
-Added Collie rescue frigate
-Added Chin phase freighter
-Added Maltese Support drone wing
-Added Terrier Support drone wing
-Buffed Groenendael max flux from 18000 to 20000
-Buffed Groenendael flux vent from 800 to 1000
-Buffed Groenendael turn rate
-Increased Groenendael Shield Radius by 10%
-Changed Groenendael's ship system from Reserve Deployment to Spatial Swap, swaps place with an ally and gives the Groenendael 12 seconds of high shield absorption
-Bernard base Supply cost reduced from 40 to 35, but now it has High Maintenance hullmod built in (effective Increase in cost from 60 to 105 before efficiency overhaul/militarized subsystems)
-Pomeranian can no longer equip makeshift shield generators
-Improved Wurgandal's Tyrant Eye system AI slightly
-Changed the Wurgandal's price from 50 million to 10 million (and that is a great price!)
-The variants of all ED Shipyard ships with Hangars how come with custom drone fighters matching their roles
-Fixed embarassing typo on Wurgandal, please tell me when find those, don't just laugh ;_;
Version 1.5.1
-Doubled the Refit time of Papillon drones from 15 to 30 seconds
-Added Affenpinscher drone interceptor
-Added Pug drone gunboat
-Some hullmods that were not supposed to be learneable are no longer learnable
-Buffed Small Drone Hangar, it now limits carriers to 8 OP cost LCPs or less up from 5 OP
Version 1.5.0
-Added Wurgandal
-Added Papillon bomber wing
-Added Dust missile
-Nerfed Groenendael ordinance points from 360 to 260
-Nerfed Leonberger ordinance points from 360 to 280
-Nerfed Corgi ordinance points from 95 to 80
-Groenendael can now only equip low OP drone wings
-Leonberger armor modules can no longer equip shields
-Leonberger armor modules now have one small composite hardpoint each
-Leonberger and Rottweiler shield module have larger radius
-Buffed Rottweiler' DP cost, to 24 from 28
-Buffed Cooldown of Shield Bash to 6 from 10 seconds
-Shield Bash now pierces through projectiles, fighters, missiles and asteroids
-Redesgined all ship sprites
Version 1.2.5
-Now also requires Magic Lib
-Fixed fighter bay ports for Groenendael, Corgi and Dachshund
-Expanded Groenendael shield radius
-Improved Leonberger system AI, AI will now use system or vent if close to overload
-Added Shield Bash built-in weapon to the Rottweiler
-Changed the AI of the Rottweiler Fortress Shield so it will vent earlier if the module shield is up
Version 1.2.0
-Added the Rottweiler
-Removed shield on pomeranian
-Fixed cooldown on Leonberger and Pomeranian systems
-Changed the Leonberger/Rottweiler shield module AI
-Removed all the ED Shipyard ships from Tri-Tachion markets, they noticed the ships were made with reverse-engineered Tri-Tachion tech and are now placing a large bounty on ED (this will be a story mission eventually... maybe... i guess...)
Version 1.1.0
-Added Saluki
-Added compatibility with Version Checker
Version 1.0.1
-Fixed the Crash on Leonberger's system AI
Version 1.0.0
Release
[close]

Some Systems and Hullmods were heavily based on source of other modders like Dark.Revenant, Sundog and Tartiflette and Nia Tahl
And a great thanks to Alex who is always there to help! And special thanks to WASP103 for his contributions
Title: Re: [0.9.1a] ED Shipyard (posted 07/09/2019)
Post by: Ed on September 07, 2019, 07:10:19 PM
I know i just made the thread, but there seems to be a crash already.

Do not bring the Leonberger into the battlefield if you manage to get it, seems like his AI crashes the game. I will post again once i fix this.

-edit-

Crash Fixed
Title: Re: [0.9.1a] ED Shipyard 1.0.1 (posted 07/09/2019)
Post by: Dwarden on September 07, 2019, 07:39:05 PM
such neat ships, grabbing , looks great
Title: Re: [0.9.1a] ED Shipyard 1.0.1 (posted 07/09/2019)
Post by: Dwarden on September 08, 2019, 07:06:15 PM
to support version checker here are files needed

.\StarSector\mods\ED Shipyard\data\config\version\version_files.csv

Spoiler
version file
edshipyard.version
[close]

.\StarSector\mods\ED Shipyard\edshipyard.version
Spoiler
{
    "masterVersionFile":"localhost",
    "modName":"ED Shipyard",
    "modThreadId":16479,
    "modVersion":
    {
        "major":1,
        "minor":0,
        "patch":1,
    },
   "starsectorVersion":"0.9.1a"
}
[close]

ofcourse the 'localhost' part needs to be replaced by path to online version file when possible
Title: Re: [0.9.1a] ED Shipyard 1.0.1 (posted 07/09/2019)
Post by: Ed on September 08, 2019, 07:50:54 PM
Oh nice, thanks Dwarden, i will add these next update when i add the Saluki Phase Cruiser.

I also have to check if there is any incompatibility with Nexerelin and other big mods, but it should be fine.
Title: Re: [0.9.1a] ED Shipyard 1.0.1 (posted 07/09/2019)
Post by: Ed on September 09, 2019, 04:57:09 AM
Support for version checker added

Once i finish the new ship system i will be adding the new ship and updating.
Title: Re: [0.9.1a] ED Shipyard 1.1.0 (updated 09/09/2019)
Post by: Ed on September 09, 2019, 05:07:06 PM
1.1.0 version up, added a new ship

Happy Cirno Day!
Title: Re: [0.9.1a] ED Shipyard 1.1.0 (updated 09/09/2019)
Post by: Protonus on September 10, 2019, 12:45:26 AM
Hey, man. Just dropping by and garnering the beaut of those ships.

Edit: Honestly, I got nothing much to say than just about the history I've been through having a mod that's about huuuge ships.

If you need anything you can call me up for some things and advice, I'd be glad to have you. c:
Title: Re: [0.9.1a] ED Shipyard 1.1.0 (updated 09/09/2019)
Post by: Ed on September 10, 2019, 03:55:02 AM
Hey, man. Just dropping by and garnering the beaut of those ships.

Edit: Honestly, I got nothing much to say than just about the history I've been through having a mod that's about huuuge ships.

If you need anything you can call me up for some things and advice, I'd be glad to have you. c:
Hey man, i use your mod on my playthroughs, i saw the Uranium in the codex, but never managed to find it, that what inspired me to make the Bernard
Title: Re: [0.9.1a] ED Shipyard 1.1.0 (updated 09/09/2019)
Post by: Protonus on September 10, 2019, 05:19:31 AM
Oh... The Uranium is actually pretty common on the regular Blue market, it's probably RNG trying to be a little tsun again, I couldn't even get my own Anthy throughout the entire session.

The ships are pretty smoothlined with pieces snugged fitfully well and there's hardly any noise when you angled them. I'm actually a little jealous about that.

I'm also glad you enjoy my mod and I'm looking forward to see what else you could cook up with your collection. ;)
Title: Re: [0.9.1a] ED Shipyard 1.1.0 (updated 09/09/2019)
Post by: Ed on September 10, 2019, 08:33:53 AM
Oh... The Uranium is actually pretty common on the regular Blue market, it's probably RNG trying to be a little tsun again, I couldn't even get my own Anthy throughout the entire session.

The ships are pretty smoothlined with pieces snugged fitfully well and there's hardly any noise when you angled them. I'm actually a little jealous about that.

I'm also glad you enjoy my mod and I'm looking forward to see what else you could cook up with your collection. ;)
Thanks man, i personally think my ships are pretty sloppy-looking right now, i will improve them all later, including making new skins.

First i want to put all my ideas for ship roles and different playstyles in the mod, see what actually works and make it as fun as i can without destroying all balance.
Title: Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
Post by: Ed on September 11, 2019, 06:45:05 PM
Version 1.2.0
-Added the Rottweiler
-Removed shield on pomeranian
-Fixed cooldown on Leonberger and Pomeranian systems
-Changed the Leonberger/Rottweiler shield module AI
-Removed all the ED Shipyard ships from Tri-Tachion markets, they noticed the ships were made with reverse-engineered Tri-Tachion tech and are now placing a large bounty on ED (this will be a story mission eventually... maybe... i guess...)

I will now focus on improving the AI on the Leonberger and the Rottweiler, also i will change a few things on the Groenendael that are a bit off and see if i can get it more balanced
Title: Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
Post by: Dwarden on September 12, 2019, 09:02:09 AM
in one of the older releases there was "edshipyard_saluki_3.png"
was that fluke or promise of things to come ? ;)
Title: Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
Post by: Ed on September 12, 2019, 09:55:54 AM
in one of the older releases there was "edshipyard_saluki_3.png"
was that fluke or promise of things to come ? ;)
more skins and variants will come
Title: Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
Post by: Dwarden on September 12, 2019, 10:42:15 AM
ok, great , keep it up
Title: Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
Post by: Transuni on September 14, 2019, 06:00:34 AM
nice Look!
Title: Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
Post by: Ed on September 14, 2019, 10:35:34 AM
Thanks!
Title: Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
Post by: Ed on September 15, 2019, 06:41:50 PM
Uploading new version

-Fixed fighter bay ports for Groenendael, Corgi and Dachshund
-Expanded Groenendael shield radius
-Improved Leonberger system AI, AI will now use system or vent if close to overload
-Added Shield Bash built-in weapon to the Rottweiler
-Changed the AI of the Rottweiler Fortress Shield so it will vent earlier if the module shield is up (wasted 4 days trying doing this one in a more elegant way until i said *** it and used the same solution i had for the module)

Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Ed on September 17, 2019, 07:30:20 AM
I know i should be working on balancing or making the fighters, but i feel.... inspired

(https://i.imgur.com/lqsl8cs.png)
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Ed on September 21, 2019, 04:36:30 PM
Finished the main weapon of the Wurgandal, the Tyrant Maw, now i need to make the ship system, the defensive system and a few fighters

https://webmshare.com/play/6VgGE
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Dwarden on September 22, 2019, 02:47:16 PM
narrowed one of two MIRV related java exceptions to  "ED Shipyard"
==
Code
27758 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
   
any ideas / solutions to fix ?   

note: i see mirv used only in .proj files for missile so i guess something wrong in that definition?

loading only those mods (in this case EDS) separate w/o anything else (ofc the needed lazylib)  equals same error
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Ed on September 22, 2019, 04:52:15 PM
The only MIRV I use is the Shield Bash (a missile is launched and detonates instantly releasing several little invisible projectiles with the shockwave image on top of it)
When do you get this error? I don't see this on mine.
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Dwarden on September 22, 2019, 05:14:10 PM
it's in the starsector.log, no crash
i get it when the game loads into menu

only your mod and lazylib active
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Ed on September 22, 2019, 05:42:39 PM
it's in the starsector.log, no crash
i get it when the game loads into menu

only your mod and lazylib active
It doesn't crash? Does it cause any problems gameplay-wise?

Also my mod requires all 3 libs, not just lazylib
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Innominandum on September 22, 2019, 06:28:31 PM
it's in the starsector.log, no crash
i get it when the game loads into menu

only your mod and lazylib active
It doesn't crash? Does it cause any problems gameplay-wise?

Also my mod requires all 3 libs, not just lazylib
No it doesn't crash, ORA has the same issue, it's not a critical issue the game works fine else someone would have already mentioned smthing not working as intended i guess. I have been looking into it but honestly comparing weapons_data.csv's ain't no fun at all esp. when you don't rly know what the issue is. ORA's DEV Tartiflette had some posts made in the past in regards to that issue, best to pm him or to wait for him to see the discussion on his ORA thread 
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Dwarden on September 22, 2019, 06:32:51 PM
it's something i way how EDS and ORA use MIRC defined in the .proj files

anyway it was just looking thru logs at stranger errors and those SHINE there :)
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Innominandum on September 22, 2019, 06:37:00 PM
it's something i way how EDS and ORA use MIRC defined in the .proj files

anyway it was just looking thru logs at stranger errors and those SHINE there :)
Yeah probably, you can look at this post its pretty old so i don't know if the same issue does apply to version 0.91a but ORA's dev wrote smthing about MIRV and Missle AI Profiles http://fractalsoftworks.com/forum/index.php?topic=11430.msg194474#msg194474
If this was posted in the wrong place, I apologize.

A while back in the general modding questions thread, I tried to make a missile weapon that would be able to target and track enemy missiles, fly near them and release a bunch of flares.  However if I used both the MIRV scripting and Point Defense rules, the mirv missile will not fire nor track incoming enemy missiles.  I was told that I would need to build a custom script to do this, but PD missiles works and MIRV missiles work, but when combined, PD MIRV missiles do not work.

Here is the line in the csv:
Ember Missile Rack,ember_rack,1,300,1000,,200,,10,5,6,30,0.2,,ENERGY,0,,0,2,1,,0,0,0,0,,900,100,6,35,"PD,DO_NOT_AIM",9

Here is the weapon I was using:
Spoiler
{
   "id":"ember_rack",
   "specClass":"projectile",
   "type":"MISSILE",
   "size":"SMALL",
   "turretUnderSprite":"graphics/weapons/cmc_s_emberrack_turret_base.png",
   "turretSprite":"graphics/weapons/cmc_s_emberrack_turret.png",
   "hardpointSprite":"graphics/weapons/cmc_s_emberrack_hardpoint.png",   
   "hardpointOffsets":[12, 0, 12, 2, 12, -2, 12, 0],
   "turretOffsets":[2, 0, 0, 2, -2, 0, 0, -2],
   "hardpointAngleOffsets":[0, 0, 0, 0],
   "turretAngleOffsets":[0, 0, 0, 0],
   "barrelMode":"ALTERNATING",
   "animationType":"SMOKE",
   #"renderHints":[RENDER_LOADED_MISSILES],
   "interruptibleBurst":false,
   "displayArcRadius":300,
   "smokeSpec":{"particleSizeMin":10.0,
             "particleSizeRange":16.0,
             "cloudParticleCount":3,
             "cloudDuration":0.9,
             "cloudRadius":8.0,
             "blowbackParticleCount":4,
             "blowbackDuration":1.1,
             "blowbackLength":20.0,
             "blowbackSpread":10.0,
             "particleColor":[170,160,150,130]},
   "projectileSpecId":"ember_shot",
   "fireSoundTwo":"harpoon_fire",
}
[close]

Here is the initial projectile:
Spoiler
{
   "id":"ember_shot",
   "specClass":"missile",   
   "missileType":"MIRV",
   "sprite":"graphics/missiles/cmc_ember.png",
   "size":[5,11],   
   "center":[3,6],
   "collisionRadius":10,
   "collisionClass":"MISSILE_NO_FF",
   "explosionColor":[255,100,10,255],  # purely visual, will get a white additively blended core on top of this color
   "explosionRadius":0, # purely visual
   "engineSpec":{"turnAcc":180,
              "turnRate":90,
              "acc":1500,
              "dec":1000},
   "engineSlots":[{"id":"ES1",
               "loc":[-13, 0],
                #"style":"MISSILE_HIGH_TECH",
                "style":"CUSTOM",
               "styleSpec":{
                  "mode":"QUAD_STRIP", # PARTICLES or QUAD_STRIP, determines which params are used
                  "engineColor":[255,150,100,255],
                  "contrailDuration":2,
                  "contrailWidthMult":1,
                  "contrailWidthAddedFractionAtEnd":2.5,  # can be negative. makes trail spread out/narrow at the end
                  "contrailMinSeg":5, # min segment length, in pixels
                  "contrailMaxSpeedMult":0.5f,
                  "contrailAngularVelocityMult":0.5f,
                  "contrailColor":[255,150,100,100],
                  "type":"GLOW" # GLOW or SMOKE; additive or regular blend mode
               },
                "width":5.0,
                "length":15.0,
                "angle":180.0}],
   "behaviorSpec":{"behavior":"MIRV",
               "splitRange":100,
               "minTimeToSplit":1,
               "numShots":4,
               "damage":10,
               "emp":100,
               "damageType":ENERGY,
               "hitpoints":1,
               "arc":270,
               "spreadSpeed":325,
               "projectileSpec":"flare_standard",
               #"emptySpec":"type_1_mirv_empty",
               "smokeSpec":{"particleSizeMin":20.0,
                         "particleSizeRange":20.0,
                         "cloudParticleCount":11,
                         "cloudDuration":1.0,
                         "cloudRadius":20.0,
                         "blowbackParticleCount":0,
                         "blowbackDuration":0,
                         "blowbackLength":0,
                         "blowbackSpread":0,
                         "particleColor":[175,100,50,200]}
               }
               
}
[close]
And I just used the flare_standard.proj as the submunition I copied from the vanilla data folder(along with the graphics needed to run it)
which is all kinda super strange
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Ed on September 22, 2019, 07:20:14 PM
Well if you guys find a solution please tell me, i will gladly update the mod.
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Ed on September 22, 2019, 08:41:52 PM
Doing that review on the ship sprites i promised earlier 4 out of 9 converted

Rottweiler (raw sprite, without the shield module)
(https://i.imgur.com/ce6s8yx.png)
Saluki
(https://i.imgur.com/u6y6tV3.png)
Leonberger with the new modules (the middle module also goes on the Rottweiler)
(https://i.imgur.com/TsIFtBT.png)
And here the new big boy, the Wurgandal
(https://i.imgur.com/cbqBzqB.png)
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Ed on September 23, 2019, 10:43:06 AM
I had someone give me this crash report, but it runs normally on my computer.
Code
31556 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.ED_modPlugin]
 java.lang.RuntimeException: Error compiling [data.scripts.ED_modPlugin]
     at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
     at java.lang.Thread.run(Unknown Source)                                                                                                                 
 Caused by: java.lang.ClassNotFoundException: data.scripts.ED_modPlugin                                                                                                         
     at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
     at java.lang.ClassLoader.loadClass(Unknown Source)
     at java.lang.ClassLoader.loadClass(Unknown Source)                                                                                                     
     … 2 more
Anyone else having this?

If anyone get this error use my current dev version instead
https://bitbucket.org/edmods/files/downloads/ED_Shipyard_dev.rar
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
Post by: Ed on September 27, 2019, 08:35:50 PM
Version v1.5 is almost done, should be finished by the end of the week

Also Spoopy ship

(https://i.imgur.com/FcrrIai.png)
Title: Re: [0.9.1a] ED Shipyard 1.2.5 (updated 30/09/2019)
Post by: Ed on September 30, 2019, 06:01:10 AM
Version 1.5.0 is up!

Spoiler
Tell me what you think about my BEBE
addship edshipyard_wurgandal_worldeater
[close]
Title: Re: [0.9.1a] ED Shipyard 1.5.0 (updated 30/09/2019)
Post by: Ed on October 01, 2019, 05:27:30 PM
Updated to 1.5.1

-Doubled the Refit time of Papillon from 15 to 30 seconds
-Added Affenpinscher drone interceptor
-Added Pug drone gunboat
-Some hullmods that were not supposed to be learneable are no longer learnable
-Buffed Small Drone Hangar, it now limits carriers to 8 OP cost LCPs or less up from 5 OP
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: lechibang on October 01, 2019, 09:22:01 PM
The Leonberger is quite undergunned imho: 2 larges, 6 smalls and 2 meds..
I suggest souping it up by exchanging the 4 smalls into 4 mediums, or maybe just adding more mounts to make it match up with the 280 OP it has. It'd be wasteful to throw a bunch of hullmods on a capital ship with cruiser-grade armaments and call it a day, right?
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: Ed on October 02, 2019, 05:24:52 AM
The Leonberger is quite undergunned imho: 2 larges, 6 smalls and 2 meds..
I suggest souping it up by exchanging the 4 smalls into 4 mediums, or maybe just adding more mounts to make it match up with the 280 OP it has. It'd be wasteful to throw a bunch of hullmods on a capital ship with cruiser-grade armaments and call it a day, right?
You are not using the Leonberger right if you think so, the ship itself is the main weapon, try to gently RUN OVER other ships and see that happens
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: Ed on October 04, 2019, 08:48:45 PM
Finished Maltese Repair and Terrier Ammo Refill drones, they are adorable

videos
https://imgur.com/Lmc5FS3
https://imgur.com/u8Jyz6g

Next update by Sunday... maybe.
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: Basil on October 05, 2019, 03:37:08 PM
Hey, those are cute. I could see myself dragging them along into unsafe encounters.
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: Dwarden on October 05, 2019, 03:59:54 PM
that's so great
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: Ed on October 05, 2019, 07:52:06 PM
Thanks bros
Might take a bit more for the release, the new ship system I am making for the Groenendael is giving me trouble. And i still have to modify the Tyrant Eye AI
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: Crashtronaut on October 06, 2019, 12:05:35 AM
Thanks bros
Might take a bit more for the release, the new ship system I am making for the Groenendael is giving me trouble. And i still have to modify the Tyrant Eye AI


I cannot use your mod, on load I get an error saying that the orbital ring is not a valid condition. Is there a way I can remove it? I'd like to try your ships!
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: DarckHange on October 06, 2019, 03:12:42 AM
Bug report : I learned "Safety Removal" but it doesn't appear in my hullmods. (It doesn't appear in the command "listhullmods" either).
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: Ed on October 06, 2019, 09:04:06 AM
Bug report : I learned "Safety Removal" but it doesn't appear in my hullmods. (It doesn't appear in the command "listhullmods" either).
Safety Removal is not supposed to be learnable, it was on the previous patch by mistake and i removed the ability to equip it in the 1.5.1 patch
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: lagmagnet on October 06, 2019, 06:01:05 PM
I love your ships, so happy to have found a Bernard class super tanker. Gotta be the coolest non-combat ship out there, best 1.4 million space moneys I ever spent.
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: Ed on October 06, 2019, 08:26:38 PM
I love your ships, so happy to have found a Bernard class super tanker. Gotta be the coolest non-combat ship out there, best 1.4 million space moneys I ever spent.
I am glad you like it (hope you don't mind tomorrow's nerf on the Bernard)


https://bitbucket.org/edmods/files/downloads/ED_Shipyard_Dev.rar
Test version for tomorrow's release if anyone here is interested in helping testing

Console commands
Frigates
addship edshipyard_collie_rescue
addship edshipyard_chin_smuggler

Destroyers
addship edshipyard_pomeranian_top
addship edshipyard_corgi_variant

Cruisers
addship edshipyard_rottweiler_tank
addship edshipyard_saluki_assault

Capitals
addship edshipyard_leonberger_assault
addship edshipyard_groenendael_variant
addship edshipyard_bernard_variant

Dreadnought
addship edshipyard_wurgandal_worldeater
Title: Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
Post by: lagmagnet on October 06, 2019, 08:35:05 PM
(hope you don't mind tomorrow's nerf on the Bernard)

I demand my spacemoney back
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 07, 2019, 06:52:34 AM
Version 1.6.0
-Added Collie rescue frigate
-Added Chin phase freighter
-Added Maltese Support drone wing
-Added Terrier Support drone wing
-Buffed Groenendael max flux from 18000 to 20000
-Buffed Groenendael flux vent from 800 to 1000
-Buffed Groenendael turn rate
-Increased Groenendael Shield Radius by 10%
-Changed Groenendael's ship system from Reserve Deployment to Spatial Swap, swaps place with an ally and gives the Groenendael 12 seconds of high shield absorption
-Bernard base Supply cost reduced from 40 to 35, but now it has High Maintenance hullmod built in (effective Increase in cost from 60 to 105 before efficiency overhaul/militarized subsystems)
-Pomeranian can no longer equip makeshift shield generators
-Improved Wurgandal's Tyrant Eye system AI slightly
-Changed the Wurgandal's price from 50 million to 10 million (and that is a great price!)
-The variants of all ED Shipyard ships with Hangars how come with custom drone fighters matching their roles
-Fixed embarassing typo on Wurgandal
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: NightfallGemini on October 07, 2019, 03:33:46 PM
I *very* much like that dreadnought's aesthetic.
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 07, 2019, 08:11:14 PM
I *very* much like that dreadnought's aesthetic.
Thanks
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Jedib1 on October 07, 2019, 09:04:49 PM
I am enjoying the mod greatly so far, the Wurgandal is a blast to use (Literally). It plays differently than the other big ships from other mods.

Testing out the changes to it and the other vessels brought up a question. I was curious if there was a way to customize the Maltese Support Drone's hitpoint restore effect. I know toying with the .java files doesn't seem to do the job. When the drones are equipped on vessels with a ton of hitpoints the restore effect seems to be minuscule as it doesn't appear to be percentage based.
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 08, 2019, 05:24:58 AM
I am enjoying the mod greatly so far, the Wurgandal is a blast to use (Literally). It plays differently than the other big ships from other mods.

Testing out the changes to it and the other vessels brought up a question. I was curious if there was a way to customize the Maltese Support Drone's hitpoint restore effect. I know toying with the .java files doesn't seem to do the job. When the drones are equipped on vessels with a ton of hitpoints the restore effect seems to be minuscule as it doesn't appear to be percentage based.
Glad you are enjoying the Wurgandal, tell me if there is anything too weak or too strong about it

The drones repair amount is hardcoded, so you would need to recompile the java files if you wanted to modify it, i made it flat values, meaning the more health something has the more repair it is needed, it was balanced around destroyer/frigate sized ships for now so that it won't be exploited making some big ships too easy to restore. I released the Terrier and the Maltese very weak because they do something very unique and could generate some OP strategies, once more people play with them and find them too weak i might buff them.

One way to buff the drones in your game without touching the java files would be increase the number of drones per wing, this is super easy, requires editing a single text file

Go to Ed Shipyard/data/hulls and open wing_data.csv with notepad++

Edit this value, that 1 is the amount of drones per wing, add more drones for faster repairs and tell me the results later!
(https://i.imgur.com/W6jldaP.png)
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: oniris on October 08, 2019, 12:10:13 PM
I was testing the Wurgandal and when I'm in the simulation for the test, there was only a wing. that ship is so big...
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Takion Kasukedo on October 08, 2019, 12:36:23 PM
I've made a test mission for the ED Shipyards, but the faction drone wings don't show up as available options to place in a flight deck.

Is it due to them having the "rare_bp" tag?

I've also noticed they've way more ordnance points per ship, more than the other factions, meaning you can safely put more armor/damage reduction and still have more than enough for max flux vents/capacitors, and put on Heavy Armor, even without a maxxed ordnance expansion skill in campaign.

The worst violators seem to be the capitals (the Wurg seems partly reasonable) and some of the low-down ships.
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 08, 2019, 05:47:45 PM
I don't know why they don't show up, i didn't try making a mission yet.

Which ships you think have too many Ordinance points specifically? I did nerf the Leonberger and Groenendael OPs a lot already.
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Khornaar on October 10, 2019, 07:06:15 AM
I didn't test with other drones, but Papillon drones have some troubles with autofit in refit screen. When ship is saved with papillon drones, and then any same ship auto-equipped with this saved variant, no drones would be in dronebays.
Another aspect of that: despite being selected in "Doctrine&Blueprints" screen, Papillons do not show up in any fleets, at all.


Also, Papillons are quite overpowered.
Lets compare them with "working horse" of bomber fleets, Dagger wing:
Papillons have 2 missiles x 600 explosive damage x 3 drones = 3600 explosive damage per volley.
Lets assume half of that is lost due to fighter and missile losses: ~1800 damage per volley for 5 ordnance points.
Daggers, for comparison, cost 18 OP and have 3000 explosive damage volley. They are sturdier and have shields, so assume ~1/3 of volley lost, that's still leaves us ~2000 volley.

By choosing Papillons, for less than 1/3 of OP cost, you can have similar volley damage, less(but not much) armor penetration and EMP effects (did a forgot to mention 1000 EMP damage per missile?). That's a no brainer, in my opinion.

Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 10, 2019, 09:15:21 AM
I didn't test with other drones, but Papillon drones have some troubles with autofit in refit screen. When ship is saved with papillon drones, and then any same ship auto-equipped with this saved variant, no drones would be in dronebays.
Another aspect of that: despite being selected in "Doctrine&Blueprints" screen, Papillons do not show up in any fleets, at all.
This is very strange, i have no idea what could be causing this, all my fighters have tags and roles in the wing_data.csv, so it should be working, i will look into it.

Also, Papillons are quite overpowered.
Lets compare them with "working horse" of bomber fleets, Dagger wing:
Papillons have 2 missiles x 600 explosive damage x 3 drones = 3600 explosive damage per volley.
Lets assume half of that is lost due to fighter and missile losses: ~1800 damage per volley for 5 ordnance points.
Daggers, for comparison, cost 18 OP and have 3000 explosive damage volley. They are sturdier and have shields, so assume ~1/3 of volley lost, that's still leaves us ~2000 volley.

By choosing Papillons, for less than 1/3 of OP cost, you can have similar volley damage, less(but not much) armor penetration and EMP effects (did a forgot to mention 1000 EMP damage per missile?). That's a no brainer, in my opinion.

I see, i will nerf the Dust missiles then, lowering the damage and emp by half, thank you for the feedback.
The missile will become a 1 OP cost weapon to compensate. (won't affect the fighters)
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 10, 2019, 10:03:39 AM
About the auto refit failing, did you have extra drone wings in hand while trying to refit? because any non-drone LPCs with more than 8 OP will be rejected by the ship
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Nick XR on October 10, 2019, 10:38:17 AM
These ships just keep getting cooler and cooler!
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 10, 2019, 11:32:09 AM
thanks
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Khornaar on October 10, 2019, 12:19:04 PM
About the auto refit failing, did you have extra drone wings in hand while trying to refit? because any non-drone LPCs with more than 8 OP will be rejected by the ship
I had 20 Papillon wings in my cargo.
I've fitted 5 Papillons and 1 Longbow(as a measuring unit) at Astral (pd lasers already fit, not empty astral). Then saved this variant, pressed "strip" to ensure clarity of the experiment. After autofitting saved variant there was only single longbow wing in drone bays (weapons were fitted without a problem), any free op was spent on vents/caps. "Use ordnance from storage/cargo" is turned on.
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 10, 2019, 04:01:38 PM
About the auto refit failing, did you have extra drone wings in hand while trying to refit? because any non-drone LPCs with more than 8 OP will be rejected by the ship
I had 20 Papillon wings in my cargo.
I've fitted 5 Papillons and 1 Longbow(as a measuring unit) at Astral (pd lasers already fit, not empty astral). Then saved this variant, pressed "strip" to ensure clarity of the experiment. After autofitting saved variant there was only single longbow wing in drone bays (weapons were fitted without a problem), any free op was spent on vents/caps. "Use ordnance from storage/cargo" is turned on.
Damn, this is a major problem, I am trying to figure this out.
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 10, 2019, 05:47:21 PM
Ok looks like it has been fixed, the fix will be up in the 1.7 version
Title: Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
Post by: Ed on October 12, 2019, 06:52:49 PM
New version up!

FAT patch notes

Spoiler
-Added Dobermann
-Added Beagle
-Fixed AI tags of Chin and Collie
-Fixed Autofit tags in the fighter wings, they should autofit correctly now (thanks Nia)
-Changed Shield Bash to 200 kinetic 200 emp from 300 kinetic 100 emp per hit and lowered push to 500 from 600
-Wurgandal should be showing up in Independent markets now (fixed issue with the tags)
-Wurgandal base price reduced to 2 million from 10 million
-Nerfed Wurgandal main ship OP to 200 from 228
-Nerfed Wurgandal shield and weapon modules flux capacitors by 1500 flux each
-Nerfed Wurgandal max crew to 2000 from 4000
-Nerfed Wurgandal max cargo to 1500 from 2500
-Nerfed Wurgandal max fuel to 600 from 800
-Nerfed Wurgandal Tyrant Maw range to 3000 from 10000, lowered flux per second to 2400 from 2500
-Nerfed Wurgandal Tyrant Eye range increase to 60% from 200%, and Sensor range to 120% from 200%, lowered flux per second to 600 from 1500
-Wurgandal Hangar Module system changed from Reserve Deployment to Ammofeed
-Replaced the Tyrant Maw Burst Wave
-Wurgandal AI can now use the Tyrant Maw
-Fixed a serious flaw in the Tyrant Eye AI
-Tyrant Eye now affects Tyrant Maw
-Safety Removal no longer increases acceleration and deceleration (affects both Saluki and Leonberger)
-Nerfed Leonberger acceleration, deceleration and turn rate by about 80%
-Nerfed Leonberger armor to 1200 from 1800
-Buffed Leonberger armormodules armor to 1800 from 1200
-Nerfed Leonberger shieldmodule armor to 200 from 1200
-Nerfed Leonberger fuel use, to 20 f/ly from 10 f/ly
-Nerfed Leonberger Turrets which had 360 rotation to a max of 240
-Nerfed Saluki fuel use, to 8 f/ly from 4 f/ly
-Nerfed Saluki Armor to 750 from 800
-Nerfed Saluki Hull to 5000 from 6000
-Nerfed Saluki Flux dissipation to 750 from 900
-Nerfed Dust missiles (Papillon payload) lowering HE dmg to 300 from 600 and EMP to 600 from 1200, lowered OP cost to 1 from 3
-Groenendael, Leonberger, Saluki and Bernard are now harder to find
-Nerfed Bernard fuel use, to 50 f/ly from 25 f/ly
-Fixed a crash on PD Only Weapons hullmod, the hullmod now also accepts some modded PD weapons it rejected before
-Use of omni shield conversion and converted hangars that were too exploitable are now blocked by special hullmods
-Fixed more embarrassing typos
[close]
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: dub on October 14, 2019, 05:50:38 PM
I can't seem to find any of the ships for sale at independant stations but I see them in the codex
do you need to start a new game to play with the new ships?
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Ed on October 14, 2019, 07:14:51 PM
They should appear even if you already started the playthrough, try to reset the markets by console command or just wait a bit for them to reset, most of my ships are quite rare, should take a while to see them
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: dub on October 14, 2019, 08:03:33 PM
thank you
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Damienov on October 15, 2019, 12:20:02 AM
I cant seem to insert any fighter wing into the Groendael fighter slot, is it a bug or just me?

using the 1.7.0 ED Shipyard version btw
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Ed on October 15, 2019, 07:15:30 AM
I cant seem to insert any fighter wing into the Groendael fighter slot, is it a bug or just me?

using the 1.7.0 ED Shipyard version btw
Check the built in hullmods
it only accepts drone fighters with low OP cost
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Damienov on October 15, 2019, 06:33:47 PM
Ah no wonder, been driving me nuts lol, thanks
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Ed on October 15, 2019, 07:26:09 PM
Ah no wonder, been driving me nuts lol, thanks
I am changing it to less draconian, instead of flat out removing the LPCs i will instead give a chance your fighters malfunction based on how out of the requirements they are, so you will be able to equip 10 OP drones, if you don't mind their engines failing now and then, and you will be able to use crewed fighters if you are ok with their guns and shields exploding half of the time :)
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Damienov on October 16, 2019, 01:12:59 AM
Ah no wonder, been driving me nuts lol, thanks
I am changing it to less draconian, instead of flat out removing the LPCs i will instead give a chance your fighters malfunction based on how out of the requirements they are, so you will be able to equip 10 OP drones, if you don't mind their engines failing now and then, and you will be able to use crewed fighters if you are ok with their guns and shields exploding half of the time :)
with this in mind, maybe a reverse?
perhaps a new mod that reduce the fighter bay slot by X amount to make the fighter bay accommodate normal LPC
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Ed on October 16, 2019, 06:24:05 AM
This is a neat idea, i was going to add a hullmod later that removes the limitation, but was trying to figure out a drawback for it, this could be it.
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: captinjoehenry on October 16, 2019, 09:35:30 AM
Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: iamlenb on October 16, 2019, 12:29:48 PM
Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.

And now I'm imagining some fighters in their bay, a large Matrix style octopus drone rips the human from the cockpit; they're screaming as they're shredded into biofuel for the launch, a small Roomba wanders into the fighter in place of the pilot.  Blood everywhere as the Roomba fighter lazily meanders off the flight deck, the octopus drone moves on to the next launch bay clacking it's surgical shredtacles menacingly.

I like it.  I'm thinking about a Roomba fighter that has a randomwalk battlefield AI.
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Ed on October 16, 2019, 12:43:34 PM
Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.
Oh yeah i haven't tested it yet, they might actually work together, from which mod is it?
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: captinjoehenry on October 16, 2019, 12:52:55 PM
Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.
Oh yeah i haven't tested it yet, they might actually work together, from which mod is it?
Well it doesn't work out of the box sadly.  I can check in a few hours and get back to you on what mod it is though.
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: captinjoehenry on October 16, 2019, 03:59:53 PM
Another thing that would be nice would be if you could use less than 8 point manned fighters if you have the Unmaned fighter mod.  As that converts all manned fighters into drones at a replacement speed penalty.
Oh yeah i haven't tested it yet, they might actually work together, from which mod is it?
Alright found it.  It is the Drone Conversion hullmod from Seeker.  Makes all fighters into drones with 0 crew but slows the replacement rate of fighters. 
I figure it would make a really nice synergy with the small drone hangers as it makes manned fighters into drones for an added OP and replacement rate penalty.  As in you need to spend the OP on the hullmod and the fighters.  Fights cost are not changed by the hull mod
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Ed on October 16, 2019, 04:22:34 PM
Ok found it was from Seeker, my mod will now consider it and not apply penalties to crewed fighters if you have that hullmod

lol i should have refreshed the page, sorry i posted before checking your reply
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: dub on October 16, 2019, 08:01:27 PM
It's been a few months in game now and I've tried refreshing markets for 20 mins. I think there's something inhibiting your ships from being in the independent market.
Title: Re: [0.9.1a] ED Shipyard 1.7.0 (updated 12/10/2019)
Post by: Ed on October 17, 2019, 05:17:40 AM
It's been a few months in game now and I've tried refreshing markets for 20 mins. I think there's something inhibiting your ships from being in the independent market.
Strange, maybe you do need a new game to get the ships to spawn, you still should be able to get the blueprints in your playthrough
Title: Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
Post by: Ed on October 17, 2019, 05:46:31 PM
Version 1.8.0
-Added Chihuahua
-Added Wolfhound
-Added Pirate Wolfhound
-Added Pirate Dachshund
-My drone fighter wings should now appear on independent markets
-Fixed a duplication glitch by reworking Small Drone Hangar
-Reworked Small Drone Hangar, all fighters can now be equipped, but they will have a significant chance to malfuncion in combat if they are outside the hullmod limitations
-Reworked Point Defense Specialization, all guns can now be equipped, but they will have a significant chance to malfuncion in combat if they are not PD or anti-fighter
-Small Drone Hangars how works with Drone Conversion from Seeker.
-Tyrant Maw range nerfed further to 2000 from 3000
-Nerfed Wurgandal base hitpoints to 25000 from 35000
-Wurgandal is no longer Unboardable
-Fixed a crash with Spatial Swap
-Spatial Swap now has 4000 max range
-Changed Affenpinscher name to Pincher due to it being claimed already by other mod (the ship id is the same as previously, this should not crash your savefiles)
-Increasd Leonberger max speed by 15
Title: Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
Post by: MorganOrgan on October 18, 2019, 06:51:03 AM
Just a heads up that few other mods already use doggo naming scheme for their ships and running those in parallel can get confusing pretty fast.
Pretty much all the names of the ships have been used in either Junk pirates, HTA and something else adds a Pug-class escort fighter.
Title: Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
Post by: Ed on October 18, 2019, 10:08:51 AM
Just a heads up that few other mods already use doggo naming scheme for their ships and running those in parallel can get confusing pretty fast.
Pretty much all the names of the ships have been used in either Junk pirates, HTA and something else adds a Pug-class escort fighter.
The pug was not claimed in the used names googledoc so i won't be changing it, i do check the file before adding new ships.
Title: Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
Post by: Ed on October 19, 2019, 08:38:31 PM
I will be uploading a new version (1.8.1) as soon as i finish the next ship because i fixed a crash. If you would like the current dev version with the crash fix just send me a message.
Title: Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
Post by: Karamitsuko on October 20, 2019, 03:48:11 PM
are blueprints for these ships included anywhere? i can't find them and i'm not sure if it's because there are no blueprints or what
Title: Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
Post by: Ed on October 20, 2019, 06:05:21 PM
are blueprints for these ships included anywhere? i can't find them and i'm not sure if it's because there are no blueprints or what
They are all rare blueprints, so you won't find them that easily, since Independents know them raiding their worlds should give you some.
Beware the blueprint for the hullmod PD Specilization is crashing when you check the tooltip, the fix will be up on next version
Title: Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
Post by: dub on October 21, 2019, 02:43:07 PM
sometimes the groenendael swap crashes my game
Title: Re: [0.9.1a] ED Shipyard 1.8.0 (updated 17/10/2019)
Post by: Ed on October 21, 2019, 05:45:17 PM
Version 1.8.2 (crash quickfix included)

Added Carolina
Added Pirate Carolina
Remodeled the Beagle
Remodeled the Corgi
Fixed the rarity of the ships in the markets
Fixed a crash on PD Specialization hullmod tooltip
Point Defense Specialization is now Hidden (no longer learnable)

sometimes the groenendael swap crashes my game
Are you using the current version? this has been fixed already, if you are getting crashes on the current version please post the starsector.log here
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Chryvrius on October 22, 2019, 03:35:17 PM
Just wanted to say that I'm absolutely adoring this mod! The ships are fun, and have unique abilities I haven't seen anywhere else.
The only complaint I have is that the revolver cylinder of the Carolina seems to feel a bit... Untextured, compared to the rest of the ship. Maybe some yellow highlights would make it fit the design better?


Irregardless, keep up the good work! Can't wait to see what new ships you release =^)
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Ed on October 22, 2019, 04:16:37 PM
Just wanted to say that I'm absolutely adoring this mod! The ships are fun, and have unique abilities I haven't seen anywhere else.
The only complaint I have is that the revolver cylinder of the Carolina seems to feel a bit... Untextured, compared to the rest of the ship. Maybe some yellow highlights would make it fit the design better?


Irregardless, keep up the good work! Can't wait to see what new ships you release =^)
Thanks that mean a lot.
The problem with the Carolina cylinder is that i reuse the animation for each of the 6 spins, so it would need 48 frames instead of 8 for the animation if i were to add more detail. Not saying i won't ever do it (I am reviewing the 82 frame long Grand Salvo animation now), but right now this is more effort than it is worth.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: majorfreak on October 22, 2019, 05:06:54 PM
about the PD specialization: i didn't get a chance to use the hullmod yet. I was wondering if you were fiddling with the autofire stuff? how did that work out? i'm hoping to find some sort of mod that allows me to get my artillery ship to STOP shooting at fighters (that orion battery is cool and all until you see your officer frittering away his time taking pot shots at artful dodgers)
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Ed on October 22, 2019, 07:10:08 PM
about the PD specialization: i didn't get a chance to use the hullmod yet. I was wondering if you were fiddling with the autofire stuff? how did that work out? i'm hoping to find some sort of mod that allows me to get my artillery ship to STOP shooting at fighters (that orion battery is cool and all until you see your officer frittering away his time taking pot shots at artful dodgers)

PD Spec increases the range of PD weapon by 200 and make them turn a bit faster, equipping non-PD weapons will give a chance your ship weapons malfunction during combat, thats all it does.
From the current version (1.8.2) onward PD Specialization is not learnable anymore since the range increase can be quite exploitable, so it is built-in only. You can find it in Collie and Rottweiler
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Alavaria on October 23, 2019, 07:18:43 AM
Yes, I want to try that Rottweiler, the "non-forward" arcs are handy since I've noticed ships shooting their flak at (big) enemies in front of them, rather than fighters behind them. Just need to get one...

As a bonus I think flak/devastators shoot out shells with proximity fuses which will have that much more extra range to travel and hopefully catch something.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Ed on October 23, 2019, 07:46:22 AM
Yes, I want to try that Rottweiler, the "non-forward" arcs are handy since I've noticed ships shooting their flak at (big) enemies in front of them, rather than fighters behind them. Just need to get one...

As a bonus I guess flak/devastators shoot out shells with proximinity fuses.
Rottweiler is mid level rarity, can take a while to find it in the market, the BP is less rare.

I reworked the PD Only limitation and it now works on many modded guns with PD or anti-fighter tags, if they are not compatible the tooltip of the hullmod will tell you.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Alavaria on October 23, 2019, 07:48:03 AM
Rottweiler is mid level rarity, can take a while to find it in the market, the BP is less rare.
Oh so it does have BPs, do only Independents drop it in raids? Added to an ongoing game, so not likely to get chances at the exploration-salvaging route for that.

Actually, I wonder if AI fits of it respect the PD restriction.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Ed on October 23, 2019, 08:19:52 AM
Rottweiler is mid level rarity, can take a while to find it in the market, the BP is less rare.
Oh so it does have BPs, do only Independents drop it in raids? Added to an ongoing game, so not likely to get chances at the exploration-salvaging route for that.

Actually, I wonder if AI fits of it respect the PD restriction.
I am not certain which parts of a mod work properly when it is added to an ongoing game, i do know systems and planets cannot be added (i will add an independent station that only sells my ships in the future, but right now i only add the ships), but ships and blueprints should appear. If you see any of my ships in an Independent market it should be safe to assume they got all my blueprints.

I don't know yet how to tell the refit AI to respect the PD restriction, so its possible you will find non-optimal builds out there with malfunctioning guns.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Alavaria on October 25, 2019, 03:31:59 AM
Checked it out, pretty interesting. Couple of thoughts:

There's a very large and obvious gap between your fixed shield module and the arc of the larges. If the explanation for the no-frontal-weapons was that they couldn't shoot through two shields it doesn't quite work when there's a clear space that shouldn't apply to. The AI has a bit of a desire to turn sideways as well, which doesn't help as it actually makes things easier for a ship trying to get into the gap. However, if you give it an order like eliminate it does tend to face the target and does use the shield bash, so that's nice. Can the shield bash be made anti-small craft or something, feels odd when frigates are running up and not getting bashed by the AI (which is hilarious to watch, great fun even if it messes up the battlefield somewhat).

Feels like the frontal shield module is too narrow compared to the angle of the shield bash that supposedly comes from it. The player-controlled shield also feels narrower than it should be, since even when you extend it, the thing barely touches the edge of the Large arc, which should anyway be able to shoot through a single-layer of shields. (Also missile that curve even a bit easily go around the shield, which feels odd for a ship that supposedly went so all-in on its shields.)

A wider front shield that matches the arc of the Larges and the Shield Bash wave, and a wider still player-controlled one would probably do better. Unlike say Monitors and Paragon, there's still plenty of rear section that is not covered, but having people in front of your "battle line" able to shoot directly past shields feels like a major design oversight of the ship designers. Though the very forward-positioned center of the shield arcs might make that look awkward due to being so far ahead of the center of the ship's sprite.


The point defence specialization, combined with an Integrated Targeting Unit results in hilarious ranges for devastator turrets, granted they're devestator turrets but still. Having one of these anchoring against the enemy's top ship would be interesting. Also I guess ITU extends the range of the Shield Bash.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Ed on October 25, 2019, 07:46:42 AM
Checked it out, pretty interesting. Couple of thoughts:

There's a very large and obvious gap between your fixed shield module and the arc of the larges. If the explanation for the no-frontal-weapons was that they couldn't shoot through two shields it doesn't quite work when there's a clear space that shouldn't apply to. The AI has a bit of a desire to turn sideways as well, which doesn't help as it actually makes things easier for a ship trying to get into the gap. However, if you give it an order like eliminate it does tend to face the target and does use the shield bash, so that's nice. Can the shield bash be made anti-small craft or something, feels odd when frigates are running up and not getting bashed by the AI (which is hilarious to watch, great fun even if it messes up the battlefield somewhat).

Feels like the frontal shield module is too narrow compared to the angle of the shield bash that supposedly comes from it. The player-controlled shield also feels narrower than it should be, since even when you extend it, the thing barely touches the edge of the Large arc, which should anyway be able to shoot through a single-layer of shields. (Also missile that curve even a bit easily go around the shield, which feels odd for a ship that supposedly went so all-in on its shields.)

A wider front shield that matches the arc of the Larges and the Shield Bash wave, and a wider still player-controlled one would probably do better. Unlike say Monitors and Paragon, there's still plenty of rear section that is not covered, but having people in front of your "battle line" able to shoot directly past shields feels like a major design oversight of the ship designers. Though the very forward-positioned center of the shield arcs might make that look awkward due to being so far ahead of the center of the ship's sprite.


The point defence specialization, combined with an Integrated Targeting Unit results in hilarious ranges for devastator turrets, granted they're devestator turrets but still. Having one of these anchoring against the enemy's top ship would be interesting. Also I guess ITU extends the range of the Shield Bash.

When you mean "Larges" you mean Rottweiler right? I could increase the shield arc a bit, but the ship is almost indestructible from the front, so it might become too strong of a tank if it is expanded too much, the AI for the Rootweiler is not perfect, but making a custom one would take too long, i might do one day, but not right now.

ITU does not expand the shield bash range, it is always the same since the projectiles have fade time and ignore the weapon range.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Alavaria on October 25, 2019, 08:22:38 AM
It's this gap that looks odd when you notice it.
Spoiler
(http://lpix.org/3567420/Arcs.jpg)
[close]
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Ed on October 25, 2019, 10:30:28 AM
oh i see, i will do something about it
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Rawne233 on October 31, 2019, 06:25:49 AM
I seem to be having some problems with the Doberman. When using the grand salvo it first only activates 2 Hellbores that don't fire and then the other 2 while the first 2 go back into the doberman. Non of them are firing. Is there anything I should be aware of while using it? I can send you a gif later aswell if that helps.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Ed on October 31, 2019, 07:51:53 AM
I seem to be having some problems with the Doberman. When using the grand salvo it first only activates 2 Hellbores that don't fire and then the other 2 while the first 2 go back into the doberman. Non of them are firing. Is there anything I should be aware of while using it? I can send you a gif later aswell if that helps.
Please post a screenshot or a video
The ship system will stop shooting if you run out of flux (costs 500 per sec), but other than that it should not be failing.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Bromil on November 01, 2019, 05:27:53 AM
Hey i have this bug where the leonbergs phase cloak can be turned on but can't be turned off
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Ed on November 01, 2019, 10:21:12 AM
Hey i have this bug where the leonbergs phase cloak can be turned on but can't be turned off
Its not a bug its a feature, read the description.
Spoiler
it is actually a bug in the game, not the mod, i can't do anything about it
[close]
You can vent or use the ship system to leave phase.
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Ed on November 03, 2019, 03:45:49 PM
Version 1.9.0
-Added Shiba
-Added Retriever
-Added Newfoundland
-Cleaned up Carolinas, Corgi and Beagle sprites
-Improved the Carolina reloading animation
-Nerfed Corgi top speed to 65 from 85
-Nerfed Dachshund cargo to 800 from 1000
-Nerfed Dachshund Peak Performance to 90 seconds from 480
-Nerfed Dachshund fuel to 300 from 400
-Nerfed Dachshund fuel/ly to 3 from 2
-Nerfed Pirate Dachshund supply cost to 20 from 16
-Nerfed Pirate Dachshund cargo to 100 from 200
-Buffed Leonberger acceleration to 20 from 6
-Buffed Leonberger turn acceleration to 6 from 3
-Buffed Leonberger top speed to 80 from 75
-Buffed Leonberger phase enter cost to 0.15 of base from 0.25
-Nerfed Leonberger and Rottweiler shield module max flux to 2400 from 7400
-Buffed Leonberger and Rottweiler shield module shield arc to 165 from 90
-Buffed Rottweiler Shield arc to 105 from 90
-Buffed Rottweiler Shield radius to 180 from 155
-Buffed Rottweiler Large Weapon arcs to 210 from 180
-Buffed Pug refit time to 40 seconds from 60 seconds
-Buffed Collie Peak performance to 280 from 120 seconds
-Tyrant Maw now pierces through unshielded fighters
-Improved Rottweiler Large Weapon slots sprite
-Nerfed Point Defense Specialization range bonus to 100 from 200
-Buffed Point Defense Specialization turn speed to 35 from 30
-Spatial Swap now resets momentum (sets velocity to zero)
-Spatial Swap now applies a hull damage taken reduction buff on the target until the swap happens, smaller ships get stronger reduction
-Fixed a possible crash on Spatial Swap
-Fixed a *** typo
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Fenrir on November 04, 2019, 03:05:05 AM
I see, you're a ruthless slang speaking machine!
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Nick XR on November 04, 2019, 09:55:03 AM
The Pain Train (https://www.youtube.com/watch?v=RzToNo7A-94&feature=youtu.be&t=83) is coming!

Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Sinosauropteryx on November 04, 2019, 01:21:34 PM
The train is great, I love that it actually choos.

One thing I noticed is the locomotive's bounds are a little wonky. Once the cars are dead, the enemy sends a lot of shots toward my backside, which doesn't seem to have any hit detection, so the projectiles just go right through.
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Ed on November 04, 2019, 02:33:33 PM
The train is great, I love that it actually choos.

One thing I noticed is the locomotive's bounds are a little wonky. Once the cars are dead, the enemy sends a lot of shots toward my backside, which doesn't seem to have any hit detection, so the projectiles just go right through.

Might be because the center of gravity of the locomotive is in the back, but the bounds are properly set, so i don't know how to fix it.
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Sinosauropteryx on November 04, 2019, 03:02:35 PM
I changed the detection radius to fully enclose the shield, like this, it seemed to solve the problem.
(https://i.imgur.com/19RxOQa.png)
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Scorched Earth on November 04, 2019, 05:15:25 PM
I'm unsure how to download a rar file, I downloaded an app but the thing has been unpacking the file for a couple of hours now. I'd appreciate the help greatly. Thanks :)
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: I_is_nublet on November 04, 2019, 06:22:34 PM
I'm unsure how to download a rar file, I downloaded an app but the thing has been unpacking the file for a couple of hours now. I'd appreciate the help greatly. Thanks :)
I use 7-zip. Gets it done quick.

If it is taking hours to unpack, either your comp is not up to par, or your program is wack :X
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Scorched Earth on November 04, 2019, 06:30:22 PM
Thanks for the help, turns out that the app I was using was trying to install a trojan, I switched apps and it downloaded in seconds.
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Ed on November 04, 2019, 07:25:05 PM
I changed the detection radius to fully enclose the shield, like this, it seemed to solve the problem.
Oh thanks, i fixed it here.

Thanks for the help, turns out that the app I was using was trying to install a trojan, I switched apps and it downloaded in seconds.
woah that was dangerous
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Scorched Earth on November 04, 2019, 08:27:57 PM
Yeaaaaa was not good but my firewall caught it
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Scorched Earth on November 05, 2019, 01:58:56 PM
Hey ed, where can I find in the mod download to change the reload speed for the Carolina Reaper, I find it too slow for my taste so is it possible for me to change it for myself?
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Ed on November 05, 2019, 02:35:00 PM
Hey ed, where can I find in the mod download to change the reload speed for the Carolina Reaper, I find it too slow for my taste so is it possible for me to change it for myself?
You would need to change the code on ReloadCRStats.java, delete this object
Code
private IntervalUtil interval = new IntervalUtil(1f, 1f);
and every mention of it from the code and then recompile, quite a lot of work.

I added this wait time to balance out, the Carolina would be too strong if it could reload fast.

Oh yeah also removing the wait time would cause the system to get a bit confused and do everything more or less at the same time, could lead to errors, would also make the entire thing frame dependent instead of time dependent, so if your FPS is high it would work faster and reload slower if fps is low.
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Scorched Earth on November 05, 2019, 04:35:48 PM
dang, that's a lot of work, you know what I think you know what you're doing so Ill opt-out of changing anything :)
Title: Re: [0.9.1a] ED Shipyard 1.9.0 (updated 03/11/2019)
Post by: Ed on November 05, 2019, 07:03:36 PM
There is currently a crash if you die while using the Retriever as flagship, i figured out the fix, i will be making a new release tomorrow

If you need a quickfix open up this file: ED Shipyard\data\hulls\edshipyard_retriever_control.ship (use notepad) and replace all the contents for this

Code
{

  "bounds": [
    3,
    -3,
    -3,
    -3,
    -3,
    3,
    3,
    3
  ],
  "center": [
    2,
    2
  ],
  "collisionRadius": 8.5,
  "engineSlots": [],
  "height": 4,
  "hullId": "edshipyard_retriever_control",
  "hullName": "Control",
  "hullSize": "FRIGATE",
  "shieldCenter": [
    0,
    0
  ],
  "shieldRadius": 7.5,
  "spriteName": "graphics/ships/edshipyard_retriever_glow1.png",
  "style": "HIGH_TECH",
  "viewOffset": 0,
  "weaponSlots": [],
  "width": 4
}
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Ed on November 06, 2019, 06:23:51 AM
Ok fix is up
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Sartek on November 07, 2019, 10:02:50 AM
Great mod, especially loving the delievery drones.

I am always too careful with my missiles, even if I almost never ran out. Maybe I`ll need them later. This makes me use them like they are intended.

Question about the Maltese repair drones tho, are they meant to be useful only in the early game and on small ships. The repair speed is rather....low.
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Ed on November 07, 2019, 07:13:42 PM
Great mod, especially loving the delievery drones.

I am always too careful with my missiles, even if I almost never ran out. Maybe I`ll need them later. This makes me use them like they are intended.

Question about the Maltese repair drones tho, are they meant to be useful only in the early game and on small ships. The repair speed is rather....low.
Glad you like the Terrier drones

About the Maltese, i was thinking of giving them buff allowing them to repair a small percent instead of just fixed amounts to make them more useful late game, but they are quite dangerous to buff as hull/armor repair mechanics have a bad history in starsector
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Sartek on November 08, 2019, 10:17:21 AM
Havent gotten the Rescue Nurse ship yet.

Perhaps massed repair drones work better, but looks like I was looking for the terrier and maltese drones in the wrong part of the sector at first.

6 drones repairing one ship would be a bit more noticeable, I would think.

Would still not say no to a percentage healing buff tho.
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Kulverstukass on November 08, 2019, 03:07:43 PM
Terrier drones quite picky about what to replenish, it seems, as they ignore some modded and even vanilla missiles.
Ship being carrier seems to be an issue, vanilla or mod didn't shown difference. "No self-replenishing carriers"-logic at work? ::) Gryphon as non-carrier test-bed haven't had an issue, Onslaught as well, but 14's Legion had.
Examples goes as:
Vanilla - harpoons and sabots are not replenished, drones just ignore ship with them, or ignore weapon if other missiles require, and receiving, ammo. Absolute most other are problemless, it seems.
Modded - SCY Laser and Cluster torpedoes, while other, like Heavy Modular Swarmer just works; from Interstellar Imperium - Onager being ignored, while Javelin launchers being treated just fine; Nia Tahl's Tahlan - Hekaton torps being overlooked as well.
Title: Re: [0.9.1a] ED Shipyard 1.8.2 (updated 21/10/2019)
Post by: Rawne233 on November 09, 2019, 04:09:30 AM
I seem to be having some problems with the Doberman. When using the grand salvo it first only activates 2 Hellbores that don't fire and then the other 2 while the first 2 go back into the doberman. Non of them are firing. Is there anything I should be aware of while using it? I can send you a gif later aswell if that helps.
Please post a screenshot or a video
The ship system will stop shooting if you run out of flux (costs 500 per sec), but other than that it should not be failing.

Finally got around to making the gif (moved right after I posted). The problem seems to be enemy ships in the vicinity. If I use it in a vacuum it works as advertised. But even with 0 flux it bugs out near enemy ships. https://streamable.com/rgkkw
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Ed on November 09, 2019, 05:44:36 AM
Terrier drones quite picky about what to replenish, it seems, as they ignore some modded and even vanilla missiles.
Ship being carrier seems to be an issue, vanilla or mod didn't shown difference. "No self-replenishing carriers"-logic at work? ::) Gryphon as non-carrier test-bed haven't had an issue, Onslaught as well, but 14's Legion had.
Examples goes as:
Vanilla - harpoons and sabots are not replenished, drones just ignore ship with them, or ignore weapon if other missiles require, and receiving, ammo. Absolute most other are problemless, it seems.
Modded - SCY Laser and Cluster torpedoes, while other, like Heavy Modular Swarmer just works; from Interstellar Imperium - Onager being ignored, while Javelin launchers being treated just fine; Nia Tahl's Tahlan - Hekaton torps being overlooked as well.

The full description of the terrier explains this, i just noticed now it only appears fully in the codex, my bad i will make sure this explanation is always visible:

Quote
Not all weapons can be refilled, built in weapons cannot be reached by the drone and so they cannot be reloaded and weapons with very limited ammo require special materials that cannot be replaced during combat. Small weapons must have at least 2 max ammo to be reloadable, medium weapons require 5 and large weapons must have minimum 20 ammo clips. The drones are not programmed to refill ammo of their own carrier ship's weapons.


Finally got around to making the gif (moved right after I posted). The problem seems to be enemy ships in the vicinity. If I use it in a vacuum it works as advertised. But even with 0 flux it bugs out near enemy ships. https://streamable.com/rgkkw

This is so weird, i never seen it happen before, but i think it is not related to enemy ships nearby as there is nothing in the code that would cause this, it might instead be caused by 2x combat speed since the whole system use precise timing for each phase. i will rework the system to make sure it works in all time speeds.
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Rawne233 on November 09, 2019, 10:25:17 AM
I'll test it without 2x speed. Do you think the timing gets out of whack by just turning 2x speed on and off or by having it on while using the ability?
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Ed on November 09, 2019, 10:43:56 AM
I'll test it without 2x speed. Do you think the timing gets out of whack by just turning 2x speed on and off or by having it on while using the ability?
probably both
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Rawne233 on November 09, 2019, 01:02:41 PM
I'll test it without 2x speed. Do you think the timing gets out of whack by just turning 2x speed on and off or by having it on while using the ability?
probably both

Tested it and it works if I turn 2x speed off for using it if that helps you at all. Only occurs when 2x speed is actually on.
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Mr. Nobody on November 09, 2019, 02:02:41 PM

Quote
Not all weapons can be refilled, built in weapons cannot be reached by the drone and so they cannot be reloaded and weapons with very limited ammo require special materials that cannot be replaced during combat. Small weapons must have at least 2 max ammo to be reloadable, medium weapons require 5 and large weapons must have minimum 20 ammo clips. The drones are not programmed to refill ammo of their own carrier ship's weapons.
Still not getting it fully, sorry
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: puffzor on November 09, 2019, 08:48:41 PM
The full description of the terrier explains this, i just noticed now it only appears fully in the codex, my bad i will make sure this explanation is always visible:

Quote
Not all weapons can be refilled, built in weapons cannot be reached by the drone and so they cannot be reloaded and weapons with very limited ammo require special materials that cannot be replaced during combat. Small weapons must have at least 2 max ammo to be reloadable, medium weapons require 5 and large weapons must have minimum 20 ammo clips. The drones are not programmed to refill ammo of their own carrier ship's weapons.


 

Does this include ammo gained by the Expanded Missile Racks hullmod? So a terrier wouldn't reload a small mount reaper unless it had expanded missile racks?
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Ed on November 10, 2019, 12:04:32 PM

Tested it and it works if I turn 2x speed off for using it if that helps you at all. Only occurs when 2x speed is actually on.

I see, i will have to take the speed up mod in consideration when reworking the system, thanks for confirming.


Still not getting it fully, sorry

The drones can only fill small weapons with at least 2 max ammo, 5 max ammo for medium weapons and 20 max ammo for large weapons, i did it to stop the drones from reloading powerful one shot weapons that have low ammo as a limitation. they also will not reload system weapons nor built-in weapons.


Does this include ammo gained by the Expanded Missile Racks hullmod? So a terrier wouldn't reload a small mount reaper unless it had expanded missile racks?

Expanded missile racks should work, unless the method i used to get the max ammo doesn't update stats mods, in this case i will need to make a workaround, i haven't tested this situation yet.
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Mr. Nobody on November 11, 2019, 12:53:47 AM

Tested it and it works if I turn 2x speed off for using it if that helps you at all. Only occurs when 2x speed is actually on.

I see, i will have to take the speed up mod in consideration when reworking the system, thanks for confirming.


Still not getting it fully, sorry

The drones can only fill small weapons with at least 2 max ammo, 5 max ammo for medium weapons and 20 max ammo for large weapons, i did it to stop the drones from reloading powerful one shot weapons that have low ammo as a limitation. they also will not reload system weapons nor built-in weapons.


Does this include ammo gained by the Expanded Missile Racks hullmod? So a terrier wouldn't reload a small mount reaper unless it had expanded missile racks?

Expanded missile racks should work, unless the method i used to get the max ammo doesn't update stats mods, in this case i will need to make a workaround, i haven't tested this situation yet.

So a Cyclone Reaper Launcher (large weapon, 20 ammo) would be reloaded?
So would a small Harpoon (3 ammo) and a Atropos (2 ammo)

Correct?
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: WASP103 on November 11, 2019, 02:16:53 AM
I've noticed that the repair and restock drones seem to not get cleaned up from the battlefield after they docked.
They can still be seen drifting away from the ship in the overview map (green triangle blips) and they also get targeted by other ships that way.
That leads to the enemy sometimes shooting an invisible /invulnerable drone, ignoring other (real) targets.

Anyone else had that problem?
(btw. I'm using this mod and Nexerelin)
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Ed on November 11, 2019, 04:20:13 PM

So a Cyclone Reaper Launcher (large weapon, 20 ammo) would be reloaded?
So would a small Harpoon (3 ammo) and a Atropos (2 ammo)

Correct?

yes

I've noticed that the repair and restock drones seem to not get cleaned up from the battlefield after they docked.
They can still be seen drifting away from the ship in the overview map (green triangle blips) and they also get targeted by other ships that way.
That leads to the enemy sometimes shooting an invisible /invulnerable drone, ignoring other (real) targets.

Anyone else had that problem?
(btw. I'm using this mod and Nexerelin)

I never seen it happen if you manage to make a video of it would be greatly appreciated and would help fixing the issue.
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: WASP103 on November 12, 2019, 12:54:30 AM
I never seen it happen if you manage to make a video of it would be greatly appreciated and would help fixing the issue.

Will get at it right away :)

Here's the thing in action:
https://youtu.be/CJv654wzyjA?t=116
Title: Re: [0.9.1a] ED Shipyard 1.9.0a (updated 06/11/2019)
Post by: Ed on November 12, 2019, 11:35:58 AM
I never seen it happen if you manage to make a video of it would be greatly appreciated and would help fixing the issue.

Will get at it right away :)

Here's the thing in action:
https://youtu.be/CJv654wzyjA?t=116
ooohhh, damn i didn't notice that before
I will work to fix this for next release, thank you for making the video.
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: Ed on November 13, 2019, 06:23:18 AM
Version 1.9.2

Spoiler
-Added 48 shot Dust Missile
-Added Neutrino Beam Medium PD
-The Retriever's Shield Field now costs 400 hard flux per second, this cost is added to the damage accumulation of the shield, and will increase over time until the shield is disabled
-Halved the speed of Dust Missiles, they are easier to shot down, but they no longer get stuck in loops
-Fixed an Inconsistency on the Pomeranian bounds polygon
-Nerfed the Dobermann OP to 180 from 240
-Remade the Leonberger engines
-Remodeled Groenendael
-Doubled the amount of guns on the Groenendael, the large weapons were converted to Universals
-Increased Groenendael deployment cost to 72 from 64 to compensate for the increase in firepower and flexibility
-Increased Groenendael mass to 4500 from 3000
-Reworked Grand Salvo, the system will now work on any combat speed, and it no longer kills the engines, but deals less damage overall dealing 75 HE dmg per shot, 20 shots per sec and 8 sec -duration, theorethical 12000 dmg if every single shot hit
-Fixed a glitch that locked the Wurgandal in perpetual siege mode if the Maw was interrupted with Venting
-Fixed a glitch with the Maltese and Terrier drones not being removed from the game when landing
-Increased Papillon engagement and attack run range to compensate for the changes in the Dust
-Increased Terrier reload amount, small weapons are fully reloaded, medium reload 25% of max ammo and large reloads 10% of max ammo from 50%/20%/5%
-Increased Maltese hull healing by 0.5/1/2/4 points based on the size of he ship being healed, but only if the ship being healed has not lost any CR since the battle started
-The Maltese now gives a higher priority to damaged ships nearby instead of beelining for the most damaged all the time
-Greatly reduced the prices of Groenendael, Leonberger, Rottweiler, Beagle, Dobermann and Collie
[close]
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: WASP103 on November 13, 2019, 06:17:22 PM
Version 1.9.2

That was quick :D

Works like a charm :)

Edit:
The Terriers seem to prefer reloading my autopulse lasers and paladin/burst PD lasers instead of the dust missile pods.
Can you somehow influence and make them prefer reloading missiles instead of the self-replenishing stuff? <3
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: Rawne233 on November 14, 2019, 11:05:35 AM
Thanks so much for the quick fix. Grand Salvo works like a charm even on 2x speed.
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: Ed on November 14, 2019, 06:47:24 PM
Version 1.9.2

That was quick :D

Works like a charm :)

Edit:
The Terriers seem to prefer reloading my autopulse lasers and paladin/burst PD lasers instead of the dust missile pods.
Can you somehow influence and make them prefer reloading missiles instead of the self-replenishing stuff? <3

Strange they were already supposed to give priority to non-replenishing stuff, i will investigate.

Thanks so much for the quick fix. Grand Salvo works like a charm even on 2x speed.

No prob, hope you have fun mowing down whatever you are fighting :)
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: WASP103 on November 15, 2019, 05:10:23 AM
Strange they were already supposed to give priority to non-replenishing stuff, i will investigate.

I was using a vanilla odyssey class with 2x autopulse, 1x paladin, few small pd pulse lasers and 3 medium dust pods. the pods stayed empty throughout the entire engagement, despite terriers terriering away all the time.
I used the enhanced magazines hullmod if that's related.

I'm uploading a video right now where I caught it for you. And I even managed to get the mike working on this. :)

https://youtu.be/SGSVkWsV9PM
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: Ed on November 15, 2019, 06:43:27 AM
Strange they were already supposed to give priority to non-replenishing stuff, i will investigate.

I was using a vanilla odyssey class with 2x autopulse, 1x paladin, few small pd pulse lasers and 3 medium dust pods. the pods stayed empty throughout the entire engagement, despite terriers terriering away all the time.
I used the enhanced magazines hullmod if that's related.

I'm uploading a video right now where I caught it for you. And I even managed to get the mike working on this. :)

https://youtu.be/SGSVkWsV9PM

Ok i found the problem, it should be working next release, soon after i finish the new ships
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: WASP103 on November 15, 2019, 08:18:19 AM
Ok i found the problem, it should be working next release, soon after i finish the new ships

Awesome! :)
Hey, I really like your mod and I'd love to help with a bit of bugfinding. If you feel that It's too much and it pulls you down, then just let me know please.

If it's welcome however, I got some more bugs I can reproduce and I'd happily share my findings :)

Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: Ed on November 15, 2019, 12:55:17 PM
Ok i found the problem, it should be working next release, soon after i finish the new ships

Awesome! :)
Hey, I really like your mod and I'd love to help with a bit of bugfinding. If you feel that It's too much and it pulls you down, then just let me know please.

If it's welcome however, I got some more bugs I can reproduce and I'd happily share my findings :)
I am always looking for feedback, tell me everything you find
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: WASP103 on November 15, 2019, 03:25:05 PM
I am always looking for feedback, tell me everything you find

Awesome. Narrated these two finds. Not sure if the latter is intended by lore as in „heat seeking missiles can’t find heat signature to lock on to“ but your mod, your lore ;)

https://youtu.be/-pYntHteiM0
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: I_is_nublet on November 15, 2019, 03:34:49 PM
Quote
Awesome. Narrated these two finds. Not sure if the latter is intended by lore as in „heat seeking missiles can’t find heat signature to lock on to“ but your mod, your lore

Watched it, you are super observant! I try to be, but I wouldn't have noticed these kinds of AI behavior and their impact on my own ship with the lasers for sure. Good finds :)
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: Ed on November 15, 2019, 06:16:57 PM

Awesome. Narrated these two finds. Not sure if the latter is intended by lore as in „heat seeking missiles can’t find heat signature to lock on to“ but your mod, your lore ;)

Oh wow i was trying to understand why they would not release the missiles sometimes... that explains everything
For the PD laser i have no idea how it can hit the shields, i use vanilla PD beams for the Papillons and they have no special AI
I will try to figure out something to fix those
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: WASP103 on November 16, 2019, 12:30:03 AM
Quote from: Ed link=topic=16479.msg272036#msg272036
Oh wow i was trying to understand why they would not release the missiles sometimes... that explains everything
For the PD laser i have no idea how it can hit the shields, i use vanilla PD beams for the Papillons and they have no special AI
I will try to figure out something to fix those

Maybe the answer lies in how the wasps‘ laseres are implemented. Or the paladin for that matter. It can shoot over friendly shields/ships as well. Good hunt! :)

Watched it, you are super observant! I try to be, but I wouldn't have noticed these kinds of AI behavior and their impact on my own ship with the lasers for sure. Good finds :)
Hey thanks for the kudos! :) Much appreciated!
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: Ed on November 16, 2019, 06:51:41 PM
1.9.4 Update tomorrow
Title: Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
Post by: WASP103 on November 17, 2019, 12:31:07 AM
1.9.4 Update tomorrow

Whoop whoop
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Ed on November 17, 2019, 08:57:38 AM
Released 1.9.4

Added Beauceron
Added Pirate Beauceron
Added Pirate Dobermann
Added Wisp Launcher Small Energy PD System
Terrier drones now should always give priority to weapons that do not replenish themselves
Remodeled the Retriever, also the shield now changes color depending on how much accumulated damage the generator has
Remodeled the Groenendael again, removed the silly accidental face
Reduced Chin DP to 4 from 5
Reduced Collie DP to 8 from 9
Reduced Shiba DP to 9 from 11
Increased Corgi DP to 11 from 10
Corrected the problem where Papillons wouldn't release their missiles if the target engines were disabled already
Increased Papillon Refit time to 40 seconds from 30 seconds to compensate for how strong they became after the previous fix
Lowered the Papillon attack run range
Changed the Papillon PD laser for a Wisp Launcher
Changed Pug system to ammofeed from flare launcher (fighter)
Added 4 Wisp Launchers to the Pug
Made some ships less rare
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: WASP103 on November 19, 2019, 12:04:26 AM
Released 1.9.4
...

So far the changes look nice :)
Seems like the ship mounted dust missiles still suffer from the fact that they can't hit targets when the target in question has no engines. What they do instead is to seek for the next target with engines. The player can use that to essentially lock down an entire battle in place with one gryphon.

Some of the papillons seem to particularly love to hug the enemy to a point they run out of energy and then die to AA.
what happens is if they have to go phase shift en route to target (when getting attacked by lasers or other fighters) they basically stay that way until they are on top of the target hull. And then they just whoosh around there until they die, essentially without attacking.
So you lose some due to that hugging behaviour.
And then you lose the rest becaus due to the fact they still have their payload on board, the AI does not recognize the attack run commenced and does never call the bombers back. So in a prolonged battle the carrier stays in engage mode indefinitely, sending the bombers in one at a time until the replacement rate is at 0 :/

The terriers do an awesome job now with the missile reload :) Your fix definitely works!
And I like the wisp launcher as well despite the fact it's currently a 0cp addon. Don't wanna argue about your decisions here, just wanna know if there is some lore behind it or if it is intended that way at all :)

Here's another quick vid of the action:
https://youtu.be/D_Jjj37704w

take care and keep up the good work! :)
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Ed on November 19, 2019, 09:13:22 AM
Released 1.9.4
...

So far the changes look nice :)
Seems like the ship mounted dust missiles still suffer from the fact that they can't hit targets when the target in question has no engines. What they do instead is to seek for the next target with engines. The player can use that to essentially lock down an entire battle in place with one gryphon.

Some of the papillons seem to particularly love to hug the enemy to a point they run out of energy and then die to AA.
what happens is if they have to go phase shift en route to target (when getting attacked by lasers or other fighters) they basically stay that way until they are on top of the target hull. And then they just whoosh around there until they die, essentially without attacking.
So you lose some due to that hugging behaviour.
And then you lose the rest becaus due to the fact they still have their payload on board, the AI does not recognize the attack run commenced and does never call the bombers back. So in a prolonged battle the carrier stays in engage mode indefinitely, sending the bombers in one at a time until the replacement rate is at 0 :/

The terriers do an awesome job now with the missile reload :) Your fix definitely works!
And I like the wisp launcher as well despite the fact it's currently a 0cp addon. Don't wanna argue about your decisions here, just wanna know if there is some lore behind it or if it is intended that way at all :)

Here's another quick vid of the action:
https://youtu.be/D_Jjj37704w

take care and keep up the good work! :)

While the dust missiles are absolute beasts against front-locked shields they are very weak against omni shields or full bubble shields, i don't think they are OP right now even with that gryphon setup you made, now if you could do that to a paragon, then we would have a big problem.

It is possible that the only way to fix the papillon problem would be removing the phase cloaks or replacing the default AI with a custom one, but that would be much harder.

Glad the terrier works better now.

The wisp launcher is supposed to be free since it is unreliable and almost useless unless you have several of them, so this would require sacrificing many slots for a PD weapon that can only defend you against missiles. if you think they are too strong i could increase the cooldown and shorten their duration.
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: I_is_nublet on November 19, 2019, 10:27:26 AM
It is possible that the only way to fix the papillon problem would be removing the phase cloaks or replacing the default AI with a custom one, but that would be much harder.


You could try talking to soren and see if he has some advice for you, since he made some phase fighters for the blade breaker faction

https://fractalsoftworks.com/forum/index.php?topic=11322.0

But i'm not sure (100%) if they work with the same AI (default) yours do or not. But they seem to be ok-ish.

I'm sure there are other phase fighters/bombers etc out there. This is just one that I have seen while playing today that came to mind.
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Ed on November 19, 2019, 03:38:48 PM
Removed the phase cloak and they now behave more like bombers than before, seems like the Phase AI doesn't work well on bombers.
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: WASP103 on November 20, 2019, 12:34:58 AM
Removed the phase cloak and they now behave more like bombers than before, seems like the Phase AI doesn't work well on bombers.

Is there like a github where I could fork and tinker with that ai a bit?
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Ed on November 20, 2019, 05:43:07 AM
Removed the phase cloak and they now behave more like bombers than before, seems like the Phase AI doesn't work well on bombers.

Is there like a github where I could fork and tinker with that ai a bit?
I leave all the source on the file itself like most modders, you just need to set up an IDE to compile, the .java classes are all there, feel free to change and test anything you want.
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: WASP103 on November 20, 2019, 06:07:24 AM
I leave all the source on the file itself like most modders, you just need to set up an IDE to compile, the .java classes are all there, feel free to change and test anything you want.

Was checking out the folder and started working on some of the things earlier today.
I just can't seem to get it compiled into a jar properly. I'm quite clueless why it compiles error free but still doesn't work when I drop it into the folder. Always dies with some CoreLifeCycle error when I place my edited jar in there -.-

I've tried the netbeans way described in the forums.
What do you use?
What JDK version?


Edit: Alright, got it to work :)
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Ed on November 20, 2019, 08:30:35 AM
I leave all the source on the file itself like most modders, you just need to set up an IDE to compile, the .java classes are all there, feel free to change and test anything you want.

Was checking out the folder and started working on some of the things earlier today.
I just can't seem to get it compiled into a jar properly. I'm quite clueless why it compiles error free but still doesn't work when I drop it into the folder. Always dies with some CoreLifeCycle error when I place my edited jar in there -.-

I've tried the netbeans way described in the forums.
What do you use?
What JDK version?


Edit: Alright, got it to work :)

Sorry for the delay i use Eclipse, there is a tutorial for it here in the forums, the java version is 1.7, but i guess you figured it out.
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: WASP103 on November 21, 2019, 07:09:15 AM
Sorry for the delay i use Eclipse, there is a tutorial for it here in the forums, the java version is 1.7, but i guess you figured it out.

Np mate! :)
I got it to work with netbeans, just had to set the original source up as being Java 1.7
now I can even compile it with Java 13. I still think your way is safer, compatibility wise.
So far I managed to make the terrier drones reach their resupply target more reliably.

Didn't have time to check into the papillon yet.
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Ed on November 21, 2019, 11:18:51 AM
Sorry for the delay i use Eclipse, there is a tutorial for it here in the forums, the java version is 1.7, but i guess you figured it out.

Np mate! :)
I got it to work with netbeans, just had to set the original source up as being Java 1.7
now I can even compile it with Java 13. I still think your way is safer, compatibility wise.
So far I managed to make the terrier drones reach their resupply target more reliably.

Didn't have time to check into the papillon yet.

If you want to contribute you can send me the code later, i will make a build and release tonight.

For the papillon i want to make it clear: i already changed them into normal bombers (removed phase cloak) so if you want to try to fix them just to know if you can go ahead. If you make a nice custom AI that uses phase cloaks properly and let me use the code i could make a new bomber that uses it (if you will do it make them go past the target while phased and do the bombing run from behind)
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: I_is_nublet on November 21, 2019, 01:06:19 PM
Sorry for the delay i use Eclipse, there is a tutorial for it here in the forums, the java version is 1.7, but i guess you figured it out.

Np mate! :)
I got it to work with netbeans, just had to set the original source up as being Java 1.7
now I can even compile it with Java 13. I still think your way is safer, compatibility wise.
So far I managed to make the terrier drones reach their resupply target more reliably.

Didn't have time to check into the papillon yet.

If you want to contribute you can send me the code later, i will make a build and release tonight.

For the papillon i want to make it clear: i already changed them into normal bombers (removed phase cloak) so if you want to try to fix them just to know if you can go ahead. If you make a nice custom AI that uses phase cloaks properly and let me use the code i could make a new bomber that uses it (if you will do it make them go past the target while phased and do the bombing run from behind)

Hm. Might be a bit tricky. But you could do something like set a fixed point behind the target to unphase (like 100 units closer than the maximum lead on their equipped bombs/rockets etc) for them to fly to before unphasing.

Or set them to target engines first, since you'll be hitting those first from behind anyway.

I'm not a programmer (some experience, but no AI development experience), but those are what I think would be simplest for what you have in mind as a phasecloak bomber.
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 21, 2019, 03:34:39 PM
Version 1.9.5
-Added Basenji
-Changed the Chin ship system to microburn
-Nerfed Bernard's Great Drive Field burn increase to 2 from 4
-Lowered Bernard price, fuel use and supply use and increased burn speed to compensate for the nerf
-Remodeled wolfhound and the pirate version
-Fixed a glitch in Spatial Swap AI
-Added some blinkers and swag and ***
-Minor remodeling in parts of the Beauceron and Wurgandal
-Changed corgi small composite mounts into universals
-Nerfed Corgi OP to 70 from 80
-Removed High Maintenance from the Chin
-Reworked the Papillon, removed Phase Cloak and increased several other attributes to compensate
-Buffed Pincher speed to 300 from 200
-Nerfed Pug operational range to 600 from 1200
-Nerfed Pug OP cost to 3 from 1
-Increased Pug wing size by 1
-Increased Pincher and Papillon armor by 50
-Added one more Dust missile and Wisp Launcher to Papillon
-Nerfed Wisp Launcher OP cost to 1 from 0
-Nerfed Wisp Launcher EMP to 20 from 100
-Nerfed Wisp Launcher duration to 4 seconds from 5 seconds
-Nerfed Wisp Launcher projectile health to 1 from 150
-Wisp Launchers no longer cost flux
-Added 1 second delay between Wisp bursts
-Nerfed Dust missiles projectile health to 75 from 150
-Nerfed Dust missile EMP to 300 from 600
-Changed the Rescue and Detonation drone`s collision to Fighter to fix an AI pathing issue with the Retriever and Beauceron
-Increased Retriever and Beauceron collision radius
-Fixed an issue that caused the Spatial Swap AI to sometimes fail to recognize allies in danger
-Reworked Detonator Drone's Self Destruct
-Saluki Remodel, changed Saluki`s large energy hidden slots into large energy hardpoints and the medium missile turrets into medium missile hardpoints
-Fixed the Groenendael collision polygon
-Added 1 medium energy mount and 2 small energy mounts to the Rottweiler
-Increased Rottweiler DP to 25 from 24
-Improved Acceleration and deceleration of Beauceron and the pirate version to hit max speed in 1 second (kept max speed the same) to improve maneuverability
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: xucthclu on November 21, 2019, 06:06:56 PM
These seem interesting, but I'm really concerned about balancing, especially after seeing the siege laser weapon on the dreadnought. That's beside it having buncha tachyons in the core variant. How's that not overkill when compared to other capitals etc?
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 21, 2019, 06:22:56 PM
These seem interesting, but I'm really concerned about balancing, especially after seeing the siege laser weapon on the dreadnought. That's beside it having buncha tachyons in the core variant. How's that not overkill when compared to other capitals etc?
The Wurgandal has received several patches of nerfs already, it is no long the planet destroyer it was, it is now quite underpowered when compared to other ships of its size (the Cathedral and the Caliph), it is also the rarest ship in the game and costs 100 DP, twice the average capital deployment cost.
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: shoi on November 21, 2019, 06:36:54 PM
Really like the aesthetic and utility of these ships! the repair/supply drones are lifesavers for smaller ships.
For some reason friendly beagle always ends up shooting me with its ship system, but ill chalk that up to bad luck lol
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 21, 2019, 06:48:27 PM
Really like the aesthetic and utility of these ships! the repair/supply drones are lifesavers for smaller ships.
For some reason friendly beagle always ends up shooting me with its ship system, but ill chalk that up to bad luck lol
It has a check for friendly ships in the way when activating the system, but after it began you better stay away.
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: xucthclu on November 21, 2019, 07:02:55 PM
If it's been nerfed, then fair enough. Cause last I checked it before the update, it seemed a bit too OP. It's been a bit of a hassle putting together a list of factions and ship-packs to play around with and pruning other ones.
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: WASP103 on November 22, 2019, 08:29:58 AM
If you want to contribute you can send me the code later, i will make a build and release tonight.

For the papillon i want to make it clear: i already changed them into normal bombers (removed phase cloak) so if you want to try to fix them just to know if you can go ahead. If you make a nice custom AI that uses phase cloaks properly and let me use the code i could make a new bomber that uses it (if you will do it make them go past the target while phased and do the bombing run from behind)

Made the terrier use some target prediction so it now can reach the target ship easier for reloading.
Also made it so that it now does not reload missiles that have like 5 out of 6 ammo left. It now favors completely empty magazines over magazines that have at least the reloadAmount room in the magazine.

Where should I upload the file for you to check? :)
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Ed on November 22, 2019, 02:19:52 PM

Made the terrier use some target prediction so it now can reach the target ship easier for reloading.
Also made it so that it now does not reload missiles that have like 5 out of 6 ammo left. It now favors completely empty magazines over magazines that have at least the reloadAmount room in the magazine.

Where should I upload the file for you to check? :)
I think you can just attach the file here in the forum under additional options, there is a .java option, if it doesn't work just paste the code in pastebin. And again thank you for the help. If want to keep helping after this make sure you get the current version (i released yesterday).
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: WASP103 on November 23, 2019, 04:03:12 AM
I think you can just attach the file here in the forum under additional options, there is a .java option, if it doesn't work just paste the code in pastebin. And again thank you for the help. If want to keep helping after this make sure you get the current version (i released yesterday).

Ah there we go :)

And Updated :)
Please let me know what you think of the new behaviour and wether or not you think it fits in with your vision of the mod :)
(Since now it became more like a very roughly guided missile)

[attachment deleted by admin]
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Damienov on November 23, 2019, 05:28:36 AM
is there a git (github/bitbucket) for your code @Ed?

I think it would be great for code contributor
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Ed on November 23, 2019, 05:32:12 AM
I think you can just attach the file here in the forum under additional options, there is a .java option, if it doesn't work just paste the code in pastebin. And again thank you for the help. If want to keep helping after this make sure you get the current version (i released yesterday).

Ah there we go :)

And Updated :)
Please let me know what you think of the new behaviour and wether or not you think it fits in with your vision of the mod :)
(Since now it became more like a very roughly guided missile)

I will check it out tonight, thanks

is there a git (github/bitbucket) for your code @Ed?

I think it would be great for code contributor

I don't really want to set it up, I would need to make branches and stuff because i like to test different stuff i end up reverting and I change too many files at once, and I can already see the conflicts during commits, i already deal with this during work, i want to mod at my own pace. No offense, i just don't like it.
Title: Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
Post by: Damienov on November 23, 2019, 05:37:57 AM
I don't really want to set it up, I would need to make branches and stuff because i like to test different stuff i end up reverting and I change too many files at once, and I can already see the conflicts during commits, i already deal with this during work, i want to mod at my own pace. No offense, i just don't like it.

Got it, I understand. I don't want a hobby to feel like work either ;D

Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 23, 2019, 04:31:38 PM
I think you can just attach the file here in the forum under additional options, there is a .java option, if it doesn't work just paste the code in pastebin. And again thank you for the help. If want to keep helping after this make sure you get the current version (i released yesterday).

Ah there we go :)

And Updated :)
Please let me know what you think of the new behaviour and wether or not you think it fits in with your vision of the mod :)
(Since now it became more like a very roughly guided missile)

I took parts of your improvements, i didn't really like the new seeking behavior (also had a strange glitch where one of the terriers wouldn't return to the carrier), i kept the weapon choosing algorithm. thanks again
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: WASP103 on November 24, 2019, 01:51:39 AM
I took parts of your improvements, i didn't really like the new seeking behavior (also had a strange glitch where one of the terriers wouldn't return to the carrier), i kept the weapon choosing algorithm. thanks again

Is there something in particular you want to see in the behaviour to make it work for you? (apart from the glitch of course, which I‘ll fix)
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 24, 2019, 04:20:27 AM
I took parts of your improvements, i didn't really like the new seeking behavior (also had a strange glitch where one of the terriers wouldn't return to the carrier), i kept the weapon choosing algorithm. thanks again

Is there something in particular you want to see in the behaviour to make it work for you? (apart from the glitch of course, which I‘ll fix)
when they finish the job they stay perfectly still, normal fighters are always moving, even while idling
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: WASP103 on November 24, 2019, 04:41:06 AM
I took parts of your improvements, i didn't really like the new seeking behavior (also had a strange glitch where one of the terriers wouldn't return to the carrier), i kept the weapon choosing algorithm. thanks again

Is there something in particular you want to see in the behaviour to make it work for you? (apart from the glitch of course, which I‘ll fix)
when they finish the job they stay perfectly still, normal fighters are always moving, even while idling

I think I can make them like that. :)
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 25, 2019, 02:01:40 PM
(https://i.imgur.com/ByFhpOC.png)

Working on guns now
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: WASP103 on November 26, 2019, 08:38:50 AM
Working on guns now
Looking forward to those! :)

I've spent a bit more time on polishing the terriers:
- no-return bug fixed.
- Made them stay in a "locked" position near their hangar bays when they're not in use. <- Is that what you meant?
- fixed some docking bugs where sometimes they flew into nothingness during the docking animation.
- tried to make them less sluggy after delivering their goods, but ship.setMass() does not seem to affect their maneuverability at all -.-

Hope you like it :)

[attachment deleted by admin]
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 26, 2019, 02:57:22 PM
Working on guns now
Looking forward to those! :)

I've spent a bit more time on polishing the terriers:
- no-return bug fixed.
- Made them stay in a "locked" position near their hangar bays when they're not in use. <- Is that what you meant?
- fixed some docking bugs where sometimes they flew into nothingness during the docking animation.
- tried to make them less sluggy after delivering their goods, but ship.setMass() does not seem to affect their maneuverability at all -.-

Hope you like it :)

Its very good! they are pretty efficient now, i will use your whole file if you don't mind, i will just add a bit of randomness in the position they stay while idle, i prefer if they move around like normal fighters when not doing anything.
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: WASP103 on November 26, 2019, 11:17:42 PM
Its very good! they are pretty efficient now, i will use your whole file if you don't mind, i will just add a bit of randomness in the position they stay while idle, i prefer if they move around like normal fighters when not doing anything.

Thanks for the kudos! :)
And I‘d be happy to contribute. Mind if I do the randomizing part today? Got some time to spare. And I also thought about giving the maltese some of the enhancements in pathfinding. :)

Do you know anything about the setMass() functions or how we could influence that on empty deliveriy drones? :)

Edit:
This is Terriers cling to a more randomized location on the hull (still based off of the docking bay location)

[attachment deleted by admin]
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 27, 2019, 04:24:06 AM
Its very good! they are pretty efficient now, i will use your whole file if you don't mind, i will just add a bit of randomness in the position they stay while idle, i prefer if they move around like normal fighters when not doing anything.

Thanks for the kudos! :)
And I‘d be happy to contribute. Mind if I do the randomizing part today? Got some time to spare. And I also thought about giving the maltese some of the enhancements in pathfinding. :)

Do you know anything about the setMass() functions or how we could influence that on empty deliveriy drones? :)

Edit:
This is Terriers cling to a more randomized location on the hull (still based off of the docking bay location)

If setMass is not working for this you can give them a maneuverability buff by increasing acceleration and deceleration instead, maybe 20% would be fine. I already did the random flying while idle, but doesn't look too good, i will check yours later and replace mine if it looks better.

If you want to do it for the Maltese too it would be a nice help i was going to do this myself, but if you do i can focus on other stuff, just make sure to keep the behavior where they move quickly while healing.
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: WASP103 on November 27, 2019, 09:39:10 AM

If setMass is not working for this you can give them a maneuverability buff by increasing acceleration and deceleration instead, maybe 20% would be fine. I already did the random flying while idle, but doesn't look too good, i will check yours later and replace mine if it looks better.

If you want to do it for the Maltese too it would be a nice help i was going to do this myself, but if you do i can focus on other stuff, just make sure to keep the behavior where they move quickly while healing.

Yeps, will make sure they keep humming :)

Ah, I misunderstood you there. I thought you wanted to have the terriers stay close to the hull.
I'm afraid they are too sluggish to keep up with most carriers, unless we use some positioning magic on them when they're idling near the carrier.

I made them a bit more dynamic when idling next to the carrier. They don't just play dead now. Maybe this works for you already?


[attachment deleted by admin]
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 27, 2019, 03:02:12 PM

If setMass is not working for this you can give them a maneuverability buff by increasing acceleration and deceleration instead, maybe 20% would be fine. I already did the random flying while idle, but doesn't look too good, i will check yours later and replace mine if it looks better.

If you want to do it for the Maltese too it would be a nice help i was going to do this myself, but if you do i can focus on other stuff, just make sure to keep the behavior where they move quickly while healing.

Yeps, will make sure they keep humming :)

Ah, I misunderstood you there. I thought you wanted to have the terriers stay close to the hull.
I'm afraid they are too sluggish to keep up with most carriers, unless we use some positioning magic on them when they're idling near the carrier.

I made them a bit more dynamic when idling next to the carrier. They don't just play dead now. Maybe this works for you already?

I was trying to mimic the behavior of normal fighters when they dance around while idling, so the drones are still too static, but this is still better than what i did before.
I did some more testing and found a problem, the drones get confused easily and keep changing their minds for a while if there are several viable weapons to be reloaded in different ships nearby, in this video you can see the 2 drones near the center changing their minds over and over until they settle for one of the pomeranians, i think they shouldn't update targets sooner than every 5 seconds.

https://streamable.com/0xj0m
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: WASP103 on November 27, 2019, 06:26:36 PM
I was trying to mimic the behavior of normal fighters when they dance around while idling, so the drones are still too static, but this is still better than what i did before.
I did some more testing and found a problem, the drones get confused easily and keep changing their minds for a while if there are several viable weapons to be reloaded in different ships nearby, in this video you can see the 2 drones near the center changing their minds over and over until they settle for one of the pomeranians, i think they shouldn't update targets sooner than every 5 seconds.

https://streamable.com/0xj0m

I see where you're coming from with the fighter movement. I just think they're too sluggish to match that exact behaviour.

the thing you see on the video is not so much about the weapons choosing, it's rather got to do with the movement prediction, I'm afraid. Especially if the target is a fast mover and does a circling motion, then the drones will have a hard timr properly converging to it.
In the file there's some MagicRender stuff commented out on lines 23 and 347. if you uncomment that, you will see little red dots for where their aiming point is.
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 28, 2019, 05:07:43 AM
I was trying to mimic the behavior of normal fighters when they dance around while idling, so the drones are still too static, but this is still better than what i did before.
I did some more testing and found a problem, the drones get confused easily and keep changing their minds for a while if there are several viable weapons to be reloaded in different ships nearby, in this video you can see the 2 drones near the center changing their minds over and over until they settle for one of the pomeranians, i think they shouldn't update targets sooner than every 5 seconds.

https://streamable.com/0xj0m

I see where you're coming from with the fighter movement. I just think they're too sluggish to match that exact behaviour.

the thing you see on the video is not so much about the weapons choosing, it's rather got to do with the movement prediction, I'm afraid. Especially if the target is a fast mover and does a circling motion, then the drones will have a hard timr properly converging to it.
In the file there's some MagicRender stuff commented out on lines 23 and 347. if you uncomment that, you will see little red dots for where their aiming point is.

i have an idea, instead of sending the drone to the exact predicted point you could send it to the midpoint between the exact location of the target and the prediction, the further away the closer to the predicted point you send the drone, if the drone is closer to the target instead send it closer to the exact location of the target.

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

If you don't feel like implementing it i will do later, no need to force yourself.
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: WASP103 on November 28, 2019, 06:43:17 AM


i have an idea, instead of sending the drone to the exact predicted point you could send it to the midpoint between the exact location of the target and the prediction, the further away the closer to the predicted point you send the drone, if the drone is closer to the target instead send it closer to the exact location of the target.

https://i.imgur.com/thjyRBa.png

If you don't feel like implementing it i will do later, no need to force yourself.

I think I've finally fixed it :)
It now basically uses the aimpoint like a carrot on a stick, always pointing it just a bit in front of the drone. That basically achieves something approximating a constant bearing.
And I've implemented a check to prevent them from turning in circles when the target ship flies directly towards the drone.

P.S. I've left the targeting reticles activated in the file, just comment the magicRender stuff out before shipping  :)

[attachment deleted by admin]
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 28, 2019, 08:00:09 AM


i have an idea, instead of sending the drone to the exact predicted point you could send it to the midpoint between the exact location of the target and the prediction, the further away the closer to the predicted point you send the drone, if the drone is closer to the target instead send it closer to the exact location of the target.

https://i.imgur.com/thjyRBa.png

If you don't feel like implementing it i will do later, no need to force yourself.

I think I've finally fixed it :)
It now basically uses the aimpoint like a carrot on a stick, always pointing it just a bit in front of the drone. That basically achieves something approximating a constant bearing.
And I've implemented a check to prevent them from turning in circles when the target ship flies directly towards the drone.

P.S. I've left the targeting reticles activated in the file, just comment the magicRender stuff out before shipping  :)

Thanks again, i will check it (and comment the waypoints) after work tonight.
Title: Re: [0.9.1a] ED Shipyard 1.9.5 (updated 21/11/2019)
Post by: Ed on November 28, 2019, 04:55:00 PM
Released 1.9.7

Spoiler
(https://i.imgur.com/8Pya0GV.png)
[close]

Added Pirate Retriever
Remodeled Pirate Beauceron and the detonator drone
Wurgandal Weapon modules now have 2 extra small universal slots
Wurgandal Weapon had their OP increased to 120 from 100
Wurgandal Hangar modules now have a universal instead of composite large weapon
Wurgandal Hangar modules had the ship system changed to mine teleport (pomeranian version, not doom version)
Carolina Reload now works with Speed Up
Carolina Reload now has a 5% chance per bullet reloaded to grant Lucky Shot to the next shot increasing damage by 50%
Corrected the feedback angle of the Carlina Reaper shots
Increased damage of detonator drones to 2500 from 1500
Increased explosion radius of detonation frones to 400 from 300
Improved the Terrier AI (thanks to WASP103)
Improved the Maltese AI (thanks to WASP103)
Increased Dust Barrage (48 shot, large) OP cost to 22 from 15
Lowered Dust Quad Launcher (4 shot, small) OP cost to 1 from 3
Lowered Dust Quad Launcher burst size to 1 from 4
Lowered Dust Single Launcher OP cost to 0 from 1
Dust missile Barrage and Cluster how have 4 second cooldown from 2 seconds cooldown
Added Dust Missile Cluster (small, 8 shot)
Added the Shield Breaker Family (Ballistic)
Added the Scatter Cannon Family (Ballistic)
Added Ricocher Pellet Gun (Ballistic)
Added Magna Blaster (Energy)
Added Cluster Cannon (Ballistic)
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: DyonisX on November 28, 2019, 06:52:10 PM
wow I managed to catch an update released today
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Mr. Nobody on November 29, 2019, 01:45:31 AM
Some issues in the descriptions in the image:

1) Ricochet Pellet Gun: [...]more of an interesting tricket
2) Heavy/Mega Shield breaker, the description says 12/16 shots, the weapon card says 14/20 shots
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: WASP103 on November 29, 2019, 03:14:20 AM
Holy *** that’s a nice arsenal of new weapons.
Do not fully understand the fragmentation rounds that bounce on hull yet, but I can‘t wait to get my hands on one of those buggers.

Also the anti carrier gun looks like it’s becoming my new friend. But need to see the stuff in action, which I‘m looking forward to :)

Thank you especially for mentioning my contrib :)

Can‘t wait to get home and try out the new gimmicks.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Ed on November 29, 2019, 05:55:37 AM
Some issues in the descriptions in the image:

1) Ricochet Pellet Gun: [...]more of an interesting tricket
2) Heavy/Mega Shield breaker, the description says 12/16 shots, the weapon card says 14/20 shots

Yeah i noticed right before going to bed yesterday, it will be fixed next update, sorry for that.

Holy *** that’s a nice arsenal of new weapons.
Do not fully understand the fragmentation rounds that bounce on hull yet, but I can‘t wait to get my hands on one of those buggers.

Also the anti carrier gun looks like it’s becoming my new friend. But need to see the stuff in action, which I‘m looking forward to :)

Thank you especially for mentioning my contrib :)

Can‘t wait to get home and try out the new gimmicks.

Please tell me what you think about them alter, i want some feedback on those guns.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Alavaria on November 29, 2019, 08:12:18 AM
Right now the Pugs seem to be very interested in spamming their Wisp launchers but not actually shooting at things, even when their parent ship is very close to the enemy.

It might be worse on larger ships, if their leashing range is calculated from the middle of the ship, as their own carrier's sprite is itself occupying a lot of their useable range. At least when they are being used by an AI-controlled ship (since a lot of those like to stay with a little bit of distance, this is very obvious, since the ship will be shooting with its forward weapons while its Pugs just sit by the side).
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Ed on November 29, 2019, 08:41:49 AM
Right now the Pugs seem to be very interested in spamming their Wisp launchers but not actually shooting at things, even when their parent ship is very close to the enemy.

It might be worse on larger ships, if their leashing range is calculated from the middle of the ship, as their own carrier's sprite is itself occupying a lot of their useable range. At least when they are being used by an AI-controlled ship (since a lot of those like to stay with a little bit of distance, this is very obvious, since the ship will be shooting with its forward weapons while its Pugs just sit by the side).
They are basically extended PD systems, not really made to go on the offensive, but i could increase the operational range a bit.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: WASP103 on November 29, 2019, 09:40:56 AM
Maybe make it based on the boundingradius of the carrier + margin? Never run into that problem again with any shipsize :)

Ah dang forgot that you would probably have to make it a custom ai for that. :/
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Ed on November 29, 2019, 02:18:45 PM
Maybe make it based on the boundingradius of the carrier + margin? Never run into that problem again with any shipsize :)

Ah dang forgot that you would probably have to make it a custom ai for that. :/
Yeah, the Pug uses vanilla AI, i edited the wing_data file.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: DerpFaceCake on December 03, 2019, 02:04:03 AM
The Dobermann is a good ship, but the ai piloting it is atrociously bad. It often never properly gets into range of enemies and turns the whole ship to face mines instead of just shifting the omni shield. Also i can never deploy the Dobermann in large scale or concentrated fleet battles because of the ai's conservative positioning, making it ass blast friendlies from the backlines when the ai decides to unleash 'Grand Salvo'.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Ed on December 03, 2019, 04:19:50 AM
The Dobermann is a good ship, but the ai piloting it is atrociously bad. It often never properly gets into range of enemies and turns the whole ship to face mines instead of just shifting the omni shield. Also i can never deploy the Dobermann in large scale or concentrated fleet battles because of the ai's conservative positioning, making it ass blast friendlies from the backlines when the ai decides to unleash 'Grand Salvo'.
Yeah this is a problem with the game's AI not being good enough with Broadsiders, i will eventually have to make custom AI for it... sorry there is no easy fix for this right now.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Lolpingu on December 08, 2019, 11:41:55 AM
All of these look wonderful, but I'm having trouble actually finding a place where I can get independent ships
My current Nex game doesn't have any independent bases, and independents don't offer commissions, so I can't join them and conquer military bases for them (and without a commission I'm pretty sure I can't buy the bigger ships anyway).
Far as I can tell, prism is the only place where I can find this stuff, but so far, I haven't found anything but the pirate ships. Needless to say, I want that big scary one for inspecting the interiors of hegemony ships next time they inspect me for AI cores >=D
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Ed on December 09, 2019, 10:43:37 AM
All of these look wonderful, but I'm having trouble actually finding a place where I can get independent ships
My current Nex game doesn't have any independent bases, and independents don't offer commissions, so I can't join them and conquer military bases for them (and without a commission I'm pretty sure I can't buy the bigger ships anyway).
Far as I can tell, prism is the only place where I can find this stuff, but so far, I haven't found anything but the pirate ships. Needless to say, I want that big scary one for inspecting the interiors of hegemony ships next time they inspect me for AI cores >=D
You don't need commissions to buy independent ships, Nex doesn't remove any independent bases as far as i know, and it even adds the Prism Freeport that is also independent. Just look for Ind Military planets, there are a few. you can also find blueprints for all my ships and weapons in ruins and such.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: SarenSoran on December 12, 2019, 10:08:23 AM
Ed, i think the collie, the little swap frigate has too much OP

70 OP makes it possible to slap all the defensive hullmods on there even if i try my hardest to fill it with a 8 OP drone fighter and the heaviest PD i can find
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Ed on December 12, 2019, 04:29:29 PM
Ed, i think the collie, the little swap frigate has too much OP

70 OP makes it possible to slap all the defensive hullmods on there even if i try my hardest to fill it with a 8 OP drone fighter and the heaviest PD i can find
You are supposed to put those expensive support hullmods in it
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Ed on December 13, 2019, 02:45:59 PM
1.9.9 will be coming in a few days, this will be the last save compatible update and also the last one in at least a month since i will be taking a break, so if you have any feedback or balance requests please tell me so i can include before i release this.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Kulverstukass on December 14, 2019, 03:31:15 AM
Is it too late to bring your attention to the nuance of a Chihuahua being killed non-stop?
It seems that friendly ships ignore decoys, what in turn leads to real_ship jumping into friendly fire to get away from enemy even weakest shot, and with it's fragility, to be obliterated.
Maybe it's possible to make it so that ship not so instantly switches place with decoy, kinda fade after being shot and kinda re-emerges in a decoy spot, and fading state keeps it being transparent to shots (and not being able to do it's own ofc) but real_ship projects it's "i'm real, don't shoot me" info-state as soon as it switches to decoy?
Theoretically, I do realise complexity for such a change but I can't think of anything else, thing you've made are nice and problemless as is.
Title: Re: [0.9.1a] ED Shipyard 1.9.7 (updated 28/11/2019)
Post by: Ed on December 14, 2019, 04:52:03 AM
Is it too late to bring your attention to the nuance of a Chihuahua being killed non-stop?
It seems that friendly ships ignore decoys, what in turn leads to real_ship jumping into friendly fire to get away from enemy even weakest shot, and with it's fragility, to be obliterated.
Maybe it's possible to make it so that ship not so instantly switches place with decoy, kinda fade after being shot and kinda re-emerges in a decoy spot, and fading state keeps it being transparent to shots (and not being able to do it's own ofc) but real_ship projects it's "i'm real, don't shoot me" info-state as soon as it switches to decoy?
Theoretically, I do realise complexity for such a change but I can't think of anything else, thing you've made are nice and problemless as is.
Hum that is probably going to end up needing custom ship AI (massive pain to make), i will check the system AI to see if i can solve it in there.
-edit-
Good news, the incoming damage calculation was ignoring friendly projectiles, and now it takes them in consideration, this should help a lot.
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Ed on December 15, 2019, 03:18:06 PM
Update is up, yes it is save compatible

Added Dalmatian Phase Superfreighter
Added Bernese Construction Cruiser
Increased all Ricochet and Scatter gun weapons range to 750 from 600
Nerfed Magna Blaster range to 1000 from 1200
Nerfed Magna Blaster EMP to 4000 from 4500
Increased the Pug operational range to 900 from 600
Detonator Drones will now cancel the self-destruct if friendly ships are too close
Added the Grapeshot Cannon family (Ballistic)
Lowered the Spread of all Shield Breaker weapons slightly
Lowered Collie OP to 55 from 64
Made most BPs less rare
Doppelswap AI should take friendly projectiles into consideration now
Removed Increased Maintenance from Shiba, but also removed Built-in Auxiliary Thrusters
Increased the Shiba DP to 10 from 9
Doppel ships now have zero signature similar to Phase ships

Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: tindrli on December 16, 2019, 08:02:52 AM
Update is up, yes it is save compatible

Added Dalmatian Phase Superfreighter
Added Bernese Construction Cruiser
Increased all Ricochet and Scatter gun weapons range to 750 from 600
Nerfed Magna Blaster range to 1000 from 1200
Nerfed Magna Blaster EMP to 4000 from 4500
Increased the Pug operational range to 900 from 600
Detonator Drones will now cancel the self-destruct if friendly ships are too close
Added the Grapeshot Cannon family (Ballistic)
Lowered the Spread of all Shield Breaker weapons slightly
Lowered Collie OP to 55 from 64
Made most BPs less rare
Doppelswap AI should take friendly projectiles into consideration now
Removed Increased Maintenance from Shiba, but also removed Built-in Auxiliary Thrusters
Increased the Shiba DP to 10 from 9
Doppel ships now have zero signature similar to Phase ships

thank you great mod btw
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Ed on December 16, 2019, 06:37:18 PM

thank you great mod btw

:)
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Nick XR on December 16, 2019, 08:03:12 PM
This is a really great mod! Despite the fact there were ~100 well done faction mods already, you manage to make a new one that was different, visually distinct and good at the same time, nice work.
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Ed on December 17, 2019, 05:27:53 AM
This is a really great mod! Despite the fact there were ~100 well done faction mods already, you manage to make a new one that was different, visually distinct and good at the same time, nice work.
Thanks, I am glad you enjoy it.
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: PainProjection on December 17, 2019, 06:32:53 PM
few game crashes after i updated this mod, unfortinately i don't have older saves and new ones is not compatible with older version of this mod.
1 - when AI tried to use shieldbash (tried only once)
2 - thied to tweak weapon groups on Lodium (usualy it works fine)
3 - game suddenly close while i was redacting my faction doctrine by removing some ships from prioritized, including lodium (again, it should work, i did it before, so it may crash and may not)

it always the same error message btw, something about "null", i saw a bunch of "000000000000000000000000000000" at the end of .log file, i didn't know what i should save it before launching game again, so i don't have a copy
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: PainProjection on December 17, 2019, 06:35:58 PM
oh, just reproduced it by removing retriever (i guess?) from faction doctrine

958977 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
   at com.fs.starfarer.campaign.command.J.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Ishman on December 17, 2019, 06:48:26 PM
Treat all mod updates as if they break your saves.
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Ed on December 17, 2019, 07:20:38 PM
few game crashes after i updated this mod, unfortinately i don't have older saves and new ones is not compatible with older version of this mod.
1 - when AI tried to use shieldbash (tried only once)
2 - thied to tweak weapon groups on Lodium (usualy it works fine)
3 - game suddenly close while i was redacting my faction doctrine by removing some ships from prioritized, including lodium (again, it should work, i did it before, so it may crash and may not)

it always the same error message btw, something about "null", i saw a bunch of "000000000000000000000000000000" at the end of .log file, i didn't know what i should save it before launching game again, so i don't have a copy
This is really weird, Which other mods are you using?

Treat all mod updates as if they break your saves.
There is nothing on this most recent update that breaks saves as far as i know.


-edit-

I just tested the stuff you posted earlier, no crashes here.
Are you properly deleting mod folders before pasting in the new update? Don't just override folders, it will have leftover files that may *** you over.
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: PainProjection on December 17, 2019, 08:41:27 PM
ED shipyard
HMI
Interstellar Imperium
Kingdom of Terra
Scy nation
Underworld
High Tech Armada
Ship and Weapon pack

lazy, magic and graphic libs
+ Skilledup, Weapon group controls

When i starded my new game all mods was up to date and during all my play time only ED and HMI has recieved new versions, HMI changes is minor, so i only updated your mod and then game start to crash from time to time. Like just right now, after i made some purichases at freedom market in acheron domain, after i close interface game instantly crash on desktop and thats why i checked this thread for your responce
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Ed on December 18, 2019, 09:24:12 AM
Did you delete the old folder before updating?

Most of the those crashes make no sense, i don't change anything in fleet management or doctrine UI, never did in any of my mod's versions.
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: GlowOtt on December 20, 2019, 02:09:27 PM
I'm coming across this error and I'm sure it's something simple that I'm missing. I'm running the latest version on KDE Neon 5.17 if that means anything. Below is the last entry in starsector.log. I'm assuming you can see what other mods I'm using from the list, but just in case I'll also include them below.

Quote
Another Portrait Pack
Anvil Industries
ApproLight (but it's disabled)
Celestial Mount Circle
ED Shipyard
Foundation of Borken
Gates Awakened
Grand Sector v0.2.2
Graphics Lib
High Tech Armada
HMI
Interstellar Imperium
Kipling Radiative
LazyLib
MagicLib
Mayasuran Navy
Missing Ships
Nexerelin
Ship and Weapon Pack
Vayra's Ship Pack
Version Checker

Quote
24837 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/deco/claw/edshipyard_CLAW_00.png] resource, not found in [/home/glowott/Games/starsector/./mods/Another Portrait Pack,/home/glowott/Games/starsector/./mods/Anvil Industries,/home/glowott/Games/starsector/./mods/Celestial Mount Circle,/home/glowott/Games/starsector/./mods/ED Shipyard,/home/glowott/Games/starsector/./mods/Foundation Of Borken,/home/glowott/Games/starsector/./mods/Gates-Awakened-2.0.2,/home/glowott/Games/starsector/./mods/Grand Sector v0.2.2,/home/glowott/Games/starsector/./mods/HMI,/home/glowott/Games/starsector/./mods/HighTechArmada,/home/glowott/Games/starsector/./mods/Interstellar Imperium,/home/glowott/Games/starsector/./mods/Kipling Radiative,/home/glowott/Games/starsector/./mods/LazyLib,/home/glowott/Games/starsector/./mods/MagicLib,/home/glowott/Games/starsector/./mods/Mayasuran Navy,/home/glowott/Games/starsector/./mods/Missing ships,/home/glowott/Games/starsector/./mods/Nexerelin,/home/glowott/Games/starsector/./mods/Ship and Weapon Pack,/home/glowott/Games/starsector/./mods/Vayra's Ship Pack,/home/glowott/Games/starsector/./mods/Version Checker,/home/glowott/Games/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/weapons/deco/claw/edshipyard_CLAW_00.png] resource, not found in [/home/glowott/Games/starsector/./mods/Another Portrait Pack,/home/glowott/Games/starsector/./mods/Anvil Industries,/home/glowott/Games/starsector/./mods/Celestial Mount Circle,/home/glowott/Games/starsector/./mods/ED Shipyard,/home/glowott/Games/starsector/./mods/Foundation Of Borken,/home/glowott/Games/starsector/./mods/Gates-Awakened-2.0.2,/home/glowott/Games/starsector/./mods/Grand Sector v0.2.2,/home/glowott/Games/starsector/./mods/HMI,/home/glowott/Games/starsector/./mods/HighTechArmada,/home/glowott/Games/starsector/./mods/Interstellar Imperium,/home/glowott/Games/starsector/./mods/Kipling Radiative,/home/glowott/Games/starsector/./mods/LazyLib,/home/glowott/Games/starsector/./mods/MagicLib,/home/glowott/Games/starsector/./mods/Mayasuran Navy,/home/glowott/Games/starsector/./mods/Missing ships,/home/glowott/Games/starsector/./mods/Nexerelin,/home/glowott/Games/starsector/./mods/Ship and Weapon Pack,/home/glowott/Games/starsector/./mods/Vayra's Ship Pack,/home/glowott/Games/starsector/./mods/Version Checker,/home/glowott/Games/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Object(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
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   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.null.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: xucthclu on December 20, 2019, 02:13:22 PM
So, I found this. The description seems wrong.

Spoiler
(https://i.imgur.com/DCt3lGZ.png)
[close]
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Ed on December 20, 2019, 02:46:07 PM

I will be fixing this up today a hot fix for this is to change the "claw" of all images in the \ED Shipyard\graphics\weapons\deco\claw folder to uppercase
like this edshipyard_claw_00.png -> edshipyard_CLAW_00.png

So, I found this. The description seems wrong.

Spoiler
(https://i.imgur.com/DCt3lGZ.png)
[close]

Yeah this should not be poping up for the player, i will check it again
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: Ed on December 20, 2019, 06:04:40 PM
Ok the fix is up
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
Post by: PainProjection on December 20, 2019, 08:21:23 PM
"Did you delete the old folder before updating?"

Yes i did.
Title: Re: [0.9.1a] ED Shipyard 1.9.9 (updated 15/12/2019)
Post by: GlowOtt on December 21, 2019, 04:01:14 PM

I will be fixing this up today a hot fix for this is to change the "claw" of all images in the \ED Shipyard\graphics\weapons\deco\claw folder to uppercase
like this edshipyard_claw_00.png -> edshipyard_CLAW_00.png

Thanks man that fixed it.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
Post by: fgjk on December 22, 2019, 10:56:21 AM
Hi Ed,

I enjoy playing with the new ships / weapons you've added.
I've enjoyed using the new anti-carrier weapons you've added to bully ships.

I do think the new grapeshot family of weapons may be a bit overtuned however, specifically the post hit frag damage.

I'm seeing around 1K-2K hull damage per shot every 2-3 seconds,with 60-80 decently fast rounds that can't be PD'ed down.
I was tearing down a onslaught ~25 shots of the heavy, and ~13 shots of the mega grapeshots.

Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
Post by: Ed on December 24, 2019, 09:28:18 AM
Hi Ed,

I enjoy playing with the new ships / weapons you've added.
I've enjoyed using the new anti-carrier weapons you've added to bully ships.

I do think the new grapeshot family of weapons may be a bit overtuned however, specifically the post hit frag damage.

I'm seeing around 1K-2K hull damage per shot every 2-3 seconds,with 60-80 decently fast rounds that can't be PD'ed down.
I was tearing down a onslaught ~25 shots of the heavy, and ~13 shots of the mega grapeshots.

The grapeshot will be the first in the list for balancing when i get back from my break, i will probably slow down the cadence or increase the OP cost (or both)
Thanks for the feedback!
And Merry Christmas!
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
Post by: Chryvrius on January 10, 2020, 04:00:31 PM
I'm super excited for the next update! I've been waiting to start another save due to the next release not being save compatible. Are you still on break or are you back on the modder's grind?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
Post by: Ed on January 12, 2020, 05:37:53 AM
Sorry still on break, will probably come back next month.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
Post by: Ed on January 17, 2020, 01:33:58 PM
Sorry guys but I am still feeling burned out, i also want to focus more on my game, so i give permission to anyone who wants to branch out my mod and do whatever you want to anything and everything I made. I will keep this thread for myself in case i ever feel like returning to modding Starsector again, so make a new thread if you wish to fork out my stuff. All you gotta do is to credit me in the forum thread.
All of the source is in the mod folder, go nuts.
if anyone want the .pdn (Paint.net, yes i use that) files of the ships just ask, i will check this thread from time to time.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: StarScum on February 06, 2020, 09:15:38 PM
Say, I really like these ships, it might be the first mod I download. But I want them for my exclusive use. Is there a way to keep them from spawning in the wild and give the player the only blueprints?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: PainProjection on February 13, 2020, 10:12:27 AM
Hi there, i struggle to find "ricochet pellet guns" and "wisp launchers" in any market, can you double check maybe you forgot to put them in market's rotation or whatever it called?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
Post by: PainProjection on February 15, 2020, 08:32:32 PM
The grapeshot will be the first in the list for balancing when i get back from my break, i will probably slow down the cadence or increase the OP cost (or both)
Thanks for the feedback!
And Merry Christmas!


Micro ricochet thingies is awesome btw, they are really struggle to clear surroundings from fighters and frigates, but can stop mass bombing run pretty effective (effective for 1 OD per weapon) if you have a lot of them pointing that direction (~7-9) because bombing squad comes in very close proximity to each other, so pellets start to ricochete between them and eventually most of them deal damage. Also this is currently one and only pd for 1 ordnance point. Unfortinately, as i said before, i cannot find them in any market so i assume they are currently out of rotation for some reason, so i get them by modifying my savefile, simply replacing vulcans or something.

I cannot live without them anymore, as perfectionist i just cannot left weapon mounts empty, but if i use vulcans or machine guns i simply don't have enough OP to put everything i need on certain ships (some really hullmod heavy builds) Please don't nerf them, they really cool and fill that gap of *** pd when you have mounts for pd, but don't have ordnance points for that.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: DonW427 on February 22, 2020, 03:53:51 PM
I don't see any info on the wisps. I can't figure out if the papillon is worthwhile
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: Ed on February 24, 2020, 11:36:27 AM
Hi there, i struggle to find "ricochet pellet guns" and "wisp launchers" in any market, can you double check maybe you forgot to put them in market's rotation or whatever it called?
All my guns are medium rarity, you can find them in any market the ships appear (indie markets)
If i ever feel like modding again i will make a special market to find them more easily
I am glad you like them
I don't see any info on the wisps. I can't figure out if the papillon is worthwhile
The wisps stats can be seen in the wisp launcher (weapon list in the original post of this thread)
The papillon is a long range bomber, very fast, but it is very fragile, they use the wisps automatically when in danger, and can help defend the mothership from missile volleys, it is quite niche, better for pursuits.
If you want a proper PD fighter use the Pug
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: RoquetheRogue on February 24, 2020, 07:44:22 PM
If i ever feel like modding again i will make a special market to find them more easily

ED! please! I beg you! make a UNIVERSAL Schematic for your ship designs, I can't HANDLE searching the universe anymore.. for a meager change of getting at least a wolfhound! if you want add a proper treasure hunting then, give it specific bps, EDS Exploration and Civilian Hulls, EDS Cruisers/frigates/capitals to get multiple hulls at a time, this single ship schematics hunting is a nightmare

As of right now, the only reliable place to find your ship schematics is through the Prism Freeport,I can't tell you how much Points I've already wasted looking for your ships, I've been trying to create bps myself through guides from the discord but it is complicated, can you solve this?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: Karamitsuko on March 16, 2020, 07:28:59 PM
If i ever feel like modding again i will make a special market to find them more easily

ED! please! I beg you! make a UNIVERSAL Schematic for your ship designs, I can't HANDLE searching the universe anymore.. for a meager change of getting at least a wolfhound! if you want add a proper treasure hunting then, give it specific bps, EDS Exploration and Civilian Hulls, EDS Cruisers/frigates/capitals to get multiple hulls at a time, this single ship schematics hunting is a nightmare

As of right now, the only reliable place to find your ship schematics is through the Prism Freeport,I can't tell you how much Points I've already wasted looking for your ships, I've been trying to create bps myself through guides from the discord but it is complicated, can you solve this?

I agree, please do make a universal blueprint or something like it, I would love to use these ships as my faction's ships and not only for my own fleet
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: PainProjection on March 17, 2020, 02:52:02 AM
I also can agree what blueprint hunting is pain. I am pretty sure what there is no way of getting newfoundlend and dalmatian except having them from start. Same for ricochet pellet PDs, i put vulkans in small ballistic mounts and then redact my savefile  to replace them, doesn't look like intendent way of getting mod content, but this is the only way.

p.s. never seen wurgandal in hundreds of play hours
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: Some random guy on March 28, 2020, 11:34:14 AM
Uhhhh, i got 1 question, i had your mod for like 3 months, never found the Wurgandal once in my 1k hours of gameplay so i decided to spawn it using a command code, i was surprised with how "shet" it was, i can literally do 10 times more efforts with a Paragon equipped with random weapons, consider some serious rework of the ship as it's completely useless outside of planetary support.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: PainProjection on May 07, 2020, 02:58:08 PM
Uhhhh, i got 1 question, i had your mod for like 3 months, never found the Wurgandal once in my 1k hours of gameplay so i decided to spawn it using a command code, i was surprised with how "shet" it was, i can literally do 10 times more efforts with a Paragon equipped with random weapons, consider some serious rework of the ship as it's completely useless outside of planetary support.

Hint: Nerexelin was updated recently with very cool feature - "procure ship" by agents. Currently this is the only reliable way of getting ships like Wurgandal.

Edit: Just sat for few hours trying different loadouts. Man... it actually pretty strong ship. I mean ok for 200 maintenance cost, but as single unit this thing probably have top 1 damage output in my entire modpack. Try magnablasters, not tachyon lances or something like that.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: PainProjection on May 07, 2020, 06:57:30 PM
(https://i.imgur.com/YO5HXFK.jpg)

Try this one. Works pretty nice, now i understand why Magnablasters was nerfed from 1200range to 1000, it makes no sence on other ships, but wurgandal can reach targets up to ~2240Units with them if "Tyrant Eye" is active. You may use this as base for your own loadout. Maybe you don't need solar shielding like me. Maybe integrated targeting unit on core is unnessesary, i am still not sure. Same for shield modules, i don't really know what would be better - max vents or capacitors.

My only complain is weak hangars, you just don't have a single spare ordnance point for any fighters, as you can see there is not enough energy to even constantly fire from 1 magnablaster and this thing also had to spam mines, so thats why i equipped just mining pods. This slightly ruin atmosphere of "super high tech world eater", but at least they do their work - protect the ship. It would be nice if his hangars recieve a buff from 50 base ordnance points to 70 (77 with +10% from skill) which will be enough to put at least 5 Pug-Class Gunboats in each bay (they 3 OP each and added by this mod, same for magnablasters, they just made for this thing)

Edit: Looks like it is a good idea to enhance shield modules a little bit with "extreme modifications" hull mod from S&W Pack, still WIP
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019)
Post by: PainProjection on May 08, 2020, 06:52:55 AM
Hi Ed,

I enjoy playing with the new ships / weapons you've added.
I've enjoyed using the new anti-carrier weapons you've added to bully ships.

I do think the new grapeshot family of weapons may be a bit overtuned however, specifically the post hit frag damage.

I'm seeing around 1K-2K hull damage per shot every 2-3 seconds,with 60-80 decently fast rounds that can't be PD'ed down.
I was tearing down a onslaught ~25 shots of the heavy, and ~13 shots of the mega grapeshots.

Yeah, small graple guns is okay...ish, but medium and heavy a bit devastating even for ammo dependent weapon (same mod adds drones what can restock your ammo lol).

I think the best solution would be copying mechanic from Vindicator's built-in unique weapon which is splits in to few submissions with lesser damage, but make them ricochete if they hit the shield. (https://i.imgur.com/tY6k5nj.pngg)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: Cyber Von Cyberus on May 21, 2020, 08:18:33 PM
I finally got the Wurg and I must say it is truly impressive (although I now need to find a target worthy of being shot by it)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: Chairman Suryasari on June 03, 2020, 02:46:08 AM
Love the Dobermann, best AFK ship ever! :D
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: EatLikeAnOuroboros on June 26, 2020, 10:32:32 AM
Amazing mod. Pounding enemies from afar with my Wurgandal supported by my armada of Carolinas feels cathartic after grinding so long to get em all.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: WilhelmTheGreat on July 18, 2020, 06:57:29 PM
Amazing mod. Pounding enemies from afar with my Wurgandal supported by my armada of Carolinas feels cathartic after grinding so long to get em all.
Absolutely enjoying this mod, especially the Groenendael, but I felt a bit let down when I could not figure out if I could fire the guns manually on the Wurgandal. Is there a way to "switch" between sections of the ship to use the tachyon lances and order the drones around or is that an engine limitation?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: StarScum on August 10, 2020, 05:23:39 PM
I'd love to have these for my personal use. Is there a way to only spawn in blueprints and not have them be used by other factions at all?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: Ed on August 26, 2020, 10:23:18 AM
Hey Hey People

I will be playing Starsector again, and will go back to updating the mod after a full playthrough, dump all the feedback, balance suggestions and such, I will be reading them tonight.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (updated 20/12/2019, Now in official hiatus)
Post by: Nick XR on August 26, 2020, 10:36:08 AM
Hey Hey People

I will be playing Starsector again, and will go back to updating the mod after a full playthrough, dump all the feedback, balance suggestions and such, I will be reading them tonight.

Great to have you back Ed!  Your ships are fantastic, looking forward to anything you do.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 26, 2020, 12:13:01 PM
Thanks brah
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: ZeCaptain on August 26, 2020, 02:22:27 PM
Welcome back!
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: ModdedLaharl on August 26, 2020, 03:37:59 PM
Yo! I'm a streamer and tournament participant, been a huge fan of your mod. I strongly suggest you watch the tenth Starsector tournament; it was huge for balance for a lot of factions, and since I chose yours to go with, you can see the impact and commentary on those parts of your 'faction' I used.

In normal play though, I will remark your ships very rarely show up, even among Independents.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Nick XR on August 26, 2020, 08:07:24 PM
Balance wise, I found myself never using the Wurgandal Tyrant Maw.  The extreme ramp up time and beam nature makes it difficult to use and keep on target and when combined with the huge/expensive CR hit it's just not worth it to fire.

Perhaps if it shot a single powerful pulse after a few seconds of warming up and used only 7% CR or so.  Also I dreaded letting the AI take control of it for fear if it firing more than once and wrecking the CR of the most important ship in my fleet when I might need to fight multiple battles in a row.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 27, 2020, 08:53:05 AM
Welcome back!
Yo! I'm a streamer and tournament participant, been a huge fan of your mod. I strongly suggest you watch the tenth Starsector tournament; it was huge for balance for a lot of factions, and since I chose yours to go with, you can see the impact and commentary on those parts of your 'faction' I used.

In normal play though, I will remark your ships very rarely show up, even among Independents.
Thanks guys.
Balance wise, I found myself never using the Wurgandal Tyrant Maw.  The extreme ramp up time and beam nature makes it difficult to use and keep on target and when combined with the huge/expensive CR hit it's just not worth it to fire.

Perhaps if it shot a single powerful pulse after a few seconds of warming up and used only 7% CR or so.  Also I dreaded letting the AI take control of it for fear if it firing more than once and wrecking the CR of the most important ship in my fleet when I might need to fight multiple battles in a row.
The Tyrant Maw was nerfed hard indeed, but it was required, I prefer to keep it as a Trump card you don't want to use most of the time, but can if needed, rather than something you can spam every battle but doesn't have the same punch. Also the AI will almost never use it, i put several restrictions to make sure it is almost never fired automatically, it needs no nearby enemies (since the shields go down while charging), a large enemy in range (capital or larger), no flux and no allies on the way.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Nick XR on August 27, 2020, 12:23:00 PM
The Tyrant Maw was nerfed hard indeed, but it was required, I prefer to keep it as a Trump card you don't want to use most of the time, but can if needed, rather than something you can spam every battle but doesn't have the same punch. Also the AI will almost never use it, i put several restrictions to make sure it is almost never fired automatically, it needs no nearby enemies (since the shields go down while charging), a large enemy in range (capital or larger), no flux and no allies on the way.

I think it's great you're balancing a super-cap; a death star laser is a tricky thing and I agree it's better to err on the side of the weapon not being OP.  That said, I still never found it more useful than just letting the normal guns do their thing since there's more than enough firepower normally to kill stuff in a reasonable amount of time.

How about if instead of doing damage, the weapons focused on some effect that helped turn the tide of battle, or control the battlefield?  That might be more interesting to the player than another weapon that does damage.  Something that creates a huge pulse at a point and sends all ships into overload?  Or creates an explosion that pushes ships away?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 27, 2020, 12:36:56 PM
The Tyrant Maw was nerfed hard indeed, but it was required, I prefer to keep it as a Trump card you don't want to use most of the time, but can if needed, rather than something you can spam every battle but doesn't have the same punch. Also the AI will almost never use it, i put several restrictions to make sure it is almost never fired automatically, it needs no nearby enemies (since the shields go down while charging), a large enemy in range (capital or larger), no flux and no allies on the way.

I think it's great you're balancing a super-cap; a death star laser is a tricky thing and I agree it's better to err on the side of the weapon not being OP.  That said, I still never found it more useful than just letting the normal guns do their thing since there's more than enough firepower normally to kill stuff in a reasonable amount of time.

How about if instead of doing damage, the weapons focused on some effect that helped turn the tide of battle, or control the battlefield?  That might be more interesting to the player than another weapon that does damage.  Something that creates a huge pulse at a point and sends all ships into overload?  Or creates an explosion that pushes ships away?

I was thinking about adding Wurgandal upgrades (can only choose one), either you make the beam better, or improve the fighter hangars or the guns+shields, but that will only happen after i make the ED station and a questline to get a Wurgandal, then there will another for the upgrade.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: BreenBB on August 27, 2020, 12:44:58 PM
Nice mod, only suggestion which I can think of is more ships/weapons. ;D
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 27, 2020, 01:57:46 PM
Nice mod, only suggestion which I can think of is more ships/weapons. ;D
Believe me i really want to add a lot of new stuff, but gotta rework/balance what is not working
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 29, 2020, 02:19:10 PM
Still haven't finished my playthrough, but got the itch to create something, so I took some rust off the Paint.net
New Corgi, what you guys think?

(https://i.imgur.com/P10YE2t.png)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: BigBeans on August 29, 2020, 02:46:48 PM
Very unique looking, less boxy than the old one!
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Unnamed_Shadow on August 29, 2020, 03:59:20 PM
I wish the ED Shipyard could become an actual Faction.

The fact there's lore stating they are their own conglomerate really gives it a lot of potential as its own faction.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 30, 2020, 04:06:50 AM
I wish the ED Shipyard could become an actual Faction.

The fact there's lore stating they are their own conglomerate really gives it a lot of potential as its own faction.
Maaaaybe after finishing all I want with the mod I could split it into just the ships or a full faction as two different downloads. No promises on this.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 30, 2020, 08:14:00 AM
Sneak peek into the pomeranian rework
(https://i.imgur.com/p8DbJ43.png)

It loses a gun, but will no longer be forbidden from using shields (you will have to invest ordinance into makeshift shields, but at least you can now)
also the 3 guns can face forward, so it can do burst damage and making it a pilum spammer in the corner of the map is no longer the only option for this little pup
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Nick XR on August 30, 2020, 10:44:48 AM
Sneak peek into the pomeranian rework
(https://i.imgur.com/p8DbJ43.png)

It loses a gun, but will no longer be forbidden from using shields (you will have to invest ordinance into makeshift shields, but at least you can now)
also the 3 guns can face forward, so it can do burst damage and making it a pilum spammer in the corner of the map is no longer the only option for this little pup

Nice shadowing/coloring!
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 30, 2020, 02:21:10 PM
Thanks, I really want to revisit and improve most ships, next in the line is the Doberman, it is currently my ugliest ship, and i wanna change that.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: BigBeans on August 30, 2020, 02:29:52 PM
Just don't burn yourself out haha
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on August 31, 2020, 08:28:03 PM
Just don't burn yourself out haha
Don't worry there is no way i will be able to sleep at night if i just give up doing the update now that i hyped it up, so if by the end of the year it is not released I am either dead or my PC exploded.

New Dober
(https://i.imgur.com/pFmSljt.png)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 01, 2020, 04:06:44 PM
Saluki got a new small gun for PD, but other than that this is just a resprite

(https://i.imgur.com/ie0rgqU.png)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Chairman Suryasari on September 12, 2020, 04:02:13 PM
My main feedback probably some AI tweak, especially for the bigger or unique ship like Dobermann, they have really interesting concept but the AI simply can't use it properly, others than that some ship is extremely rare, but with Stellar Logistic mod it's probably not a huge problem, anyway, i wanna see more from this mod:D

Don't forget to sleep, eat, and do some exercise, love your mod :)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 13, 2020, 04:57:34 AM
My main feedback probably some AI tweak, especially for the bigger or unique ship like Dobermann, they have really interesting concept but the AI simply can't use it properly, others than that some ship is extremely rare, but with Stellar Logistic mod it's probably not a huge problem, anyway, i wanna see more from this mod:D

Don't forget to sleep, eat, and do some exercise, love your mod :)

Unique AI is very hard to do, I did it for the drones and it was a massive pain. so don't expect it soon.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 13, 2020, 02:43:16 PM
This is my idea for balance changes and reworks for the 2.0 update (not including new content)
Just finished making the new sprites and nothing of it is implemented yet, all feedback welcome

(https://i.imgur.com/ECyehVh.jpg)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: BigBeans on September 13, 2020, 04:05:11 PM
The biggest balance issues was the dust missile and seems you've hit it with the nerf bat pretty good.

Grand Barrage having no friendly fire will make it much more useable.

Any plans for more P-skins or anything?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 13, 2020, 07:08:44 PM
I have Dreadnought-sized plans for pirates, but thats after the 2.0 update
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Nick XR on September 13, 2020, 11:57:28 PM
I like the new plates-of-armor look, it's more in line with the SS aesthetic, so the ships feel right at home in the universe.  As for the rest, the ships looked amazing before and they look amazing now, so :shrug:  more of a compliment than feedback :)

Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 14, 2020, 08:02:23 PM
I like the new plates-of-armor look, it's more in line with the SS aesthetic, so the ships feel right at home in the universe.  As for the rest, the ships looked amazing before and they look amazing now, so :shrug:  more of a compliment than feedback :)

thanks :)

Also current progress (green = implemented)

(https://i.imgur.com/aUCz43s.jpg)

I think i will make a small beta release after i finish this page and go for a second round (Retriever, Groen, etc...) for the actual 2.0 release
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: cathar on September 15, 2020, 03:56:38 AM
The new sprites are looking mighty fine. Very glad you came back to this, looking forward to version 2.0.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 15, 2020, 04:57:05 AM
The new sprites are looking mighty fine. Very glad you came back to this, looking forward to version 2.0.
:)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: daisuke6000 on September 24, 2020, 09:05:59 PM
is there a way to spawn with console command the ship and weapon blueprint i want to try a only ED shipyard tech run to test out the full capacity of the mod ?
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 25, 2020, 05:35:34 PM
is there a way to spawn with console command the ship and weapon blueprint i want to try a only ED shipyard tech run to test out the full capacity of the mod ?
If you get the BETA in the discord there are blueprint packs, here are the commands to get them

additem ed_exploration_ship_package
additem ed_support_ship_package
additem ed_frontline_ship_package
additem ed_exotic_ship_package
additem ed_c_weapon_package
additem ed_u_weapon_package
additem ed_drone_package
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: daisuke6000 on September 25, 2020, 09:17:16 PM
thx a lot   ;D

i Will look for the beta in the discord since im using the one from  here

Edit : when testing the mod it give me this error

fatal: slot id [WS0004] not found on hull [edshipyard_wurgandal] check starsector.log for more info 

it happen when trying to enter the test fleet mission

Edit 2: test the wurgandal in campaing and in battle it work perfectly it seem that the only crash or bug is when entering the fleet test mission after that the mod work perfectly 10/10 one of the best ship pack in the game
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 26, 2020, 06:13:30 AM
thx a lot   ;D

i Will look for the beta in the discord since im using the one from  here

Edit : when testing the mod it give me this error

fatal: slot id [WS0004] not found on hull [edshipyard_wurgandal] check starsector.log for more info 

it happen when trying to enter the test fleet mission

Edit 2: test the wurgandal in campaing and in battle it work perfectly it seem that the only crash or bug is when entering the fleet test mission after that the mod work perfectly 10/10 one of the best ship pack in the game

The previous wurg had that weapon slot, i removed it in the new version, seems like your game tried using the old variant of the Wurg for some reason, did you delete the old mod before placing the new one? or did you overwrite it when updating to the BETA? You should always delete the old version or things can get mixed.
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: daisuke6000 on September 26, 2020, 09:47:30 PM
thx a lot   ;D

i Will look for the beta in the discord since im using the one from  here

Edit : when testing the mod it give me this error

fatal: slot id [WS0004] not found on hull [edshipyard_wurgandal] check starsector.log for more info 

it happen when trying to enter the test fleet mission

Edit 2: test the wurgandal in campaing and in battle it work perfectly it seem that the only crash or bug is when entering the fleet test mission after that the mod work perfectly 10/10 one of the best ship pack in the game

The previous wurg had that weapon slot, i removed it in the new version, seems like your game tried using the old variant of the Wurg for some reason, did you delete the old mod before placing the new one? or did you overwrite it when updating to the BETA? You should always delete the old version or things can get mixed.

yes it was that it apear the mod is now working 100 perfectly it wierd because after instaling the beta version i deleted the old one but after re-downloading and reloading the game it all work perfectly  :)
Title: Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
Post by: Ed on September 27, 2020, 02:12:38 PM
2.0 release, please tell me if there are any problems.


IT IS PROBABLY NOT SAVE COMPATIBLE WITH THE BETA
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Artay on September 28, 2020, 12:09:47 AM
How exactly was Tyrant Maw reworked? Could you share any specifics, please?  :)
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Ed on September 28, 2020, 05:36:04 AM
How exactly was Tyrant Maw reworked? Could you share any specifics, please?  :)
You start without it and need to charge energy before using it
The circle in the center of the wurg measures this energy
You charge up the circle by keeping the ship's flux high
Overloading resets the counter, so be careful
Once the circle is filled you can fire
It no longer costs CR to fire.
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Artay on September 28, 2020, 07:43:50 AM
Nice. I really didn't like the fact that it reduced CR after firing, now it seems perfect.
On a side, I think you missed changing its description on that large image in Ships spoiler.
Thanks for the update, Ed.
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Ed on September 28, 2020, 11:02:35 AM
Nice. I really didn't like the fact that it reduced CR after firing, now it seems perfect.
On a side, I think you missed changing its description on that large image in Ships spoiler.
Thanks for the update, Ed.
true, forgot to change that
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Artay on September 29, 2020, 01:31:26 AM
Heads up, more stuff to correct - both Tyrant Maw(weapon) and Tyrant Maw Bombardment(hullmod) still state that you use 25% CR to fire the weapon. The hullmod also says that using it to bombard takes 25% CR, but I guess that's still true, so there is no need to change that?
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Ed on September 29, 2020, 05:07:07 AM
Heads up, more stuff to correct - both Tyrant Maw(weapon) and Tyrant Maw Bombardment(hullmod) still state that you use 25% CR to fire the weapon. The hullmod also says that using it to bombard takes 25% CR, but I guess that's still true, so there is no need to change that?
bombarding no longer costs CR, i forgot to remove that from the description.
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Ed on September 29, 2020, 06:15:59 PM
(https://i.imgur.com/6Cd83Fk.png)
New ships incomming for 2.1.0
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Slowth on September 30, 2020, 08:00:17 PM
Currently having an issue where I cannot for the life of me, find the Newfoundland. I've checked many a different ED shipyards including the one on the Nexerelin Prism Freeport, hell I've even used Stellar Logistics to look it up and can't find anything, any tips?
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Ed on October 01, 2020, 05:46:03 AM
Currently having an issue where I cannot for the life of me, find the Newfoundland. I've checked many a different ED shipyards including the one on the Nexerelin Prism Freeport, hell I've even used Stellar Logistics to look it up and can't find anything, any tips?
Pray for the RNG god, Newfoundland is almost as rare as the wurgandal was before. or do the Supership start where you already start with it.

I want it to be rare.
-edit-
Ah yeah, i didn't forbid agents from procuring the train, so you can get one that way.
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Drazhya on October 02, 2020, 07:13:51 AM
The patch notes say the Newfoundland's wagons went from 100 -> 250 fuel capacity each, but I'm seeing a 100 -> 500 change.

Also, any chance of a Dalmation buff? Half an Atlas with no sensor profile is cool, but not for 16 fuel. Even considering it's other benefits, I find myself staring at that fuel cost and saying no.

Edit: I'd also like if it's deployment cost versus combat capability wasn't worse than a Colossus. Sure, you'd never want it in a fight anyway, but I'm looking at a deployment cost of 20, flux capacity of 4000, cloak activation of 1600, hull/armor 6000/300, no missiles, 90 OP...
Trying to turn a non-combat freighter into a combatant may be a lost cause, but none look quite so lost as the Dalmation.
Or, maybe. I haven't really looked at logistic-ship combat capabilities before. Come to think of it, I'd like to see a logistic-ship tournament.
Title: Re: [0.9.1a] ED Shipyard 2.0 (finally!)
Post by: Ed on October 02, 2020, 10:46:00 AM
The patch notes say the Newfoundland's wagons went from 100 -> 250 fuel capacity each, but I'm seeing a 100 -> 500 change.

Also, any chance of a Dalmation buff? Half an Atlas with no sensor profile is cool, but not for 16 fuel. Even considering it's other benefits, I find myself staring at that fuel cost and saying no.

Edit: I'd also like if it's deployment cost versus combat capability wasn't worse than a Colossus. Sure, you'd never want it in a fight anyway, but I'm looking at a deployment cost of 20, flux capacity of 4000, cloak activation of 1600, hull/armor 6000/300, no missiles, 90 OP...
Trying to turn a non-combat freighter into a combatant may be a lost cause, but none look quite so lost as the Dalmation.
Or, maybe. I haven't really looked at logistic-ship combat capabilities before. Come to think of it, I'd like to see a logistic-ship tournament.

I might have messed up in that patchnotes sorry.
I will look into the Dalmatian later, i want to improve the sprite further also, need more opinions on it before i move with big changes.
Title: Re: [0.9.1a] ED Shipyard 2.1
Post by: Ed on October 03, 2020, 05:50:40 AM
2.1 is here, the next release will be a polishing one, i need feedback on the following:

-Bischon
-Basset
-Redbone
-Malinois (specially this)
-Fire Lances
And any bugs or glitches obviously.

Next version will be 2.1.5 and will probably be the last save compatible update before the next big thing (the pirate update)
Title: Re: [0.9.1a] ED Shipyard 2.1.1 (crash fix)
Post by: Darkfirephoenix on October 07, 2020, 11:45:23 AM
I just got a insane idea for the Newfoundland:

Modular modification
Why just have it carry cargo? Maybe modify a module to carry fuel, or passengers!
Some independent captains that work mainly in epxploration and prospecting may want a survey and sensor modification, maybe also a salvage mod!
Most likely some captains would do just DIY such a modification if ED shipyard wouldn't offer it (with resulting less than perfect outcomes).

Some captains found that the Newfoundland was a bit to weak defended against pirates. A defense overhaul of a freighter module solves that problem, even if it reduces the amount of cargo the module can carry.

There is also some whispers in that talk about how some pirates have captured some Newfoundlands and later their fleet were seen with "Death trains", heavily modified Newfoundlands to do away with their intended purpose and their wagons modified into "artillery wagons", "missile wagons" and "carrier wagons"
Title: Re: [0.9.1a] ED Shipyard 2.1.1 (crash fix)
Post by: Ed on October 07, 2020, 02:33:05 PM
I just got a insane idea for the Newfoundland:

Modular modification
Why just have it carry cargo? Maybe modify a module to carry fuel, or passengers!
Some independent captains that work mainly in epxploration and prospecting may want a survey and sensor modification, maybe also a salvage mod!
Most likely some captains would do just DIY such a modification if ED shipyard wouldn't offer it (with resulting less than perfect outcomes).

Some captains found that the Newfoundland was a bit to weak defended against pirates. A defense overhaul of a freighter module solves that problem, even if it reduces the amount of cargo the module can carry.

There is also some whispers in that talk about how some pirates have captured some Newfoundlands and later their fleet were seen with "Death trains", heavily modified Newfoundlands to do away with their intended purpose and their wagons modified into "artillery wagons", "missile wagons" and "carrier wagons"

That was my initial idea for the Newfoundland, but swapping modules on a ship causes some real problems, crashes, mostly due to variant info (weapon slots and such), I would basically have to have an entire new ship for every module combination, if someone know a way to make it work i would love to know.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: BreenBB on October 08, 2020, 02:43:42 AM
About Cargo Modules, ApproLight mod have Granary cargo ship, in standard variation its both Fuel and Cargo transport, but it have special Fuel and Cargo modules which turn it into dedicated Tanker or Freighter, its seems work nice.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on October 08, 2020, 11:50:29 AM
About Cargo Modules, ApproLight mod have Granary cargo ship, in standard variation its both Fuel and Cargo transport, but it have special Fuel and Cargo modules which turn it into dedicated Tanker or Freighter, its seems work nice.
How do it swap modules? Through hullmods? I would like to avoid bloating the hullmod screen for a single ship.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Darkfirephoenix on October 08, 2020, 07:13:04 PM
About Cargo Modules, ApproLight mod have Granary cargo ship, in standard variation its both Fuel and Cargo transport, but it have special Fuel and Cargo modules which turn it into dedicated Tanker or Freighter, its seems work nice.
How do it swap modules? Through hullmods? I would like to avoid bloating the hullmod screen for a single ship.
I suggest looking at the Tyrador Safeguard Coalition mod. It has Threshal, Adze and Angon class that have "Modular hold" hullmod and then another hullmod to specialize them into cargo, fuel or passenger hauling (even with a change in ship sprite depending on what you choose, for example fuel tanks added.) and ofc you can only put ONE of those into a ship. It "replaces" the vanilla expanded cargo holds/fuel tanks/berthing hullmods if you select them (instead of expanded cargo holds it will auto install the modular hold for cargo, so you can't double it).

But yes, there may be a "hullmod bloat", though then again some hullmods may be restricted to certain "variations" of the Newfoundland:
"Standard", how it is atm but with modular cargo, fuel and passenger hullmod
"Exploration"/"Frontier", salvage gantry, combined (cargo, fuel AND passengers, tho less overall) and defense module
"Pirate", gun, missile and hangar
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on October 09, 2020, 12:20:38 PM
I think i prefer to just make a whole new ship and add an NPC that lets you swap a freighter NFL for a combat NFL and such instead of using such gimmicks
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: fastdino on October 11, 2020, 03:26:13 PM
I cant seem to find the rep that sells the wurgandal, even though I am well over level 50, max rep with indies, and have 25 million credits. Is this related to the past level 50 progression mod I'm using?

EDIT:  I've procured myself a wurg through console commands, and I have no idea how to fire the tyrant's eye. The ammo starts at 0 and stays like that through out the whole battle. I've only managed to fire it once in a simulation, and I have no idea on how I managed to get ammo.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on October 11, 2020, 07:53:30 PM
I cant seem to find the rep that sells the wurgandal, even though I am well over level 50, max rep with indies, and have 25 million credits. Is this related to the past level 50 progression mod I'm using?

EDIT:  I've procured myself a wurg through console commands, and I have no idea how to fire the tyrant's eye. The ammo starts at 0 and stays like that through out the whole battle. I've only managed to fire it once in a simulation, and I have no idea on how I managed to get ammo.

Did you try the markets with ED Shipyards on them? like in Nova Maxios, its in the bar.

It says in the description: you need to keep the ship flux high to accumulate energy, the higher the flux the faster it charges (about 2.5 minutes max flux), be careful to not overload though, it resets the counter to zero.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: unit098 on October 11, 2020, 10:10:13 PM
Not sure if this is intentional but the ai has a habit of forgetting the Freighter modules of the newfoundland class exist and colliding with them, resulting in death
 
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: fastdino on October 11, 2020, 11:13:57 PM
Thanks for the info on the tryant's maw charging mechanic, but I cant seem to find that information anywhere in game. I've looked in the ship description, the ship's codex description, and the tyrant maw weapon description itself. This is on the latest version of ED shipyards btw.

Also, I've checked both prism freeport and nova maxios since last post, but I couldn't find the wurg seller in the bar at all. I've tried re entering the sytem, relaunching the game, I just couldn't find the guy. I haven't checked kassadari for him, but I doubt that would change anything.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on October 12, 2020, 07:09:00 AM
Not sure if this is intentional but the ai has a habit of forgetting the Freighter modules of the newfoundland class exist and colliding with them, resulting in death
The AI doesn't understand the concept of long bois, you better drive the NFL manually and keep it away from the other ships
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on October 12, 2020, 08:20:06 AM
Thanks for the info on the tryant's maw charging mechanic, but I cant seem to find that information anywhere in game. I've looked in the ship description, the ship's codex description, and the tyrant maw weapon description itself. This is on the latest version of ED shipyards btw.

Also, I've checked both prism freeport and nova maxios since last post, but I couldn't find the wurg seller in the bar at all. I've tried re entering the sytem, relaunching the game, I just couldn't find the guy. I haven't checked kassadari for him, but I doubt that would change anything.
Yeah there is something wrong with the bar event, it works fine if i start a new game and cheat my rep, level and money, but it is not working on my longer playthrough
-edit-
Testing a possible solution, but no matter what it won't work on current saves, so get your wurg with console if you are playing right now
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Chairman Suryasari on November 11, 2020, 10:01:09 AM
Hello  Ed, i'm really into Pirate playthrough right now, and some of the ED ship P variant kinda lacking especially the Capital, Dobermann MKII and Retriever MKII, will they get some buff in the furute? i love Retriever MKII and it's phase bullet-dodging wings but it can take so long to kill large fleet.

Thanks in advance for amazing mod!  ;D
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Arcagnello on November 11, 2020, 10:24:43 AM
Hello  Ed, i'm really into Pirate playthrough right now, and some of the ED ship P variant kinda lacking especially the Capital, Dobermann MKII and Retriever MKII, will they get some buff in the furute? i love Retriever MKII and it's phase bullet-dodging wings but it can take so long to kill large fleet.

Thanks in advance for amazing mod!  ;D

I'll have to agree on the fact that I don't really comprehend how the Retriever Mk.II costs what...68 FleetPoints? There are some vanilla friendly versions of the original Retriever that actually beat the pirate version by themselves without any commander skills, extra CR or officers involved.

The Doberman Mk.II I have less experience with, but considering it offers 3 large ballistic mounts and 4 hangar bays for just 42FP I'd wager it has to do with the autofitting the AI does being very, very shipshod.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Chairman Suryasari on November 12, 2020, 08:45:01 AM
Yeah, Retriever MKII should have the same treatment of Dobermann MKII meanwhile original Dobermann is ship coated with weapon and the convert it into Makeshift carrier as Dobermann MKII, Retriever who originally a carrier should be converted as full fledged warship coated in armory, replace the carrier deck with weapon mount add some debuff like weapon cost 5% more OP or something like that, in it's current form Retirever MKII just not worth to buy and deploy both gameplay and for my computer because fighter really grind my cpu to a pulp  ;D

This mod really make independent party feel more flash out, can't wait some pirate update after the rework  :D
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on November 13, 2020, 12:17:32 PM
All the pirate ships will be reworked (except the Wolfhound, its the only one I am satisfied with) specially since i have changed all the ships they are based on, so they look really weird now.
They will be removed next update and will be back once i release the pirate update after a short break.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Chairman Suryasari on November 21, 2020, 12:03:44 AM
So i try the beta version on Bitbucket, the new Dobermann feel great, it's control similar like Niagara-class from TADA but with more gun, keep up the good work  ;D

edit1: Also with more simple design, Dobermann act better in AI hand, will it be a common theme with the rework? i mean i like the unique design and gameplay of your ship have but i'm willing having a simpler design so AI can use it too  ;)
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: N3V3R on November 21, 2020, 06:29:11 PM
when i first downloaded it and tried to unpack it it said unwanted program/virus detected so it stopped the unpacking

tried to download it again but windows defender says virus detected
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Chairman Suryasari on November 21, 2020, 08:36:15 PM
Are you sure you doesn't have a compromised windows defender? This mod extract and run fine for us.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on November 22, 2020, 11:40:52 AM
when i first downloaded it and tried to unpack it it said unwanted program/virus detected so it stopped the unpacking

tried to download it again but windows defender says virus detected
Someone else also said it had a virus alert, probably something related to the main mod file, java can get some false positives i guess, I use windows defender and malwarebytes and neither detected anything on my end, also no one messed with the file on the bitbucket, i have no idea why it happened.

So i try the beta version on Bitbucket, the new Dobermann feel great, it's control similar like Niagara-class from TADA but with more gun, keep up the good work  ;D

edit1: Also with more simple design, Dobermann act better in AI hand, will it be a common theme with the rework? i mean i like the unique design and gameplay of your ship have but i'm willing having a simpler design so AI can use it too  ;)

99% of the improvement was just turning it 90º, the base game AI for broadsiders is worky, it tries to spin around to use the other side even with the old dober where it had all guns in the same side.
The pirates will get full rework and probably new unique ship systems, I will remove them next release (except the Wolfhound [P]) and only release back when they are done.

Also sorry for the slow progress, i kinda burned out again and will probably need a break, but I will make the 2.2 release before a big hiatus.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: N3V3R on November 22, 2020, 03:52:48 PM
alright gotta understand on my part as no other mods have this issue for me lol
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Helbrecht on November 26, 2020, 04:02:05 PM
I'm also getting the Virus detected issue, its viewing it as a Trojan.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Chairman Suryasari on November 26, 2020, 10:06:39 PM
Welcome to Java script  ;D
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: gogis on December 12, 2020, 12:37:55 PM
Have very strange bug with pirate Beauceron. His fighters never engage, no matter what drones I put in. What's worse, it basically gathers all fleet fighters into one huge furball around him. Best counter to your own fighters.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on December 21, 2020, 06:32:04 AM
Have very strange bug with pirate Beauceron. His fighters never engage, no matter what drones I put in. What's worse, it basically gathers all fleet fighters into one huge furball around him. Best counter to your own fighters.
Does it happen only with pirate beau? this is very weird, it has no special fighter AI, might be some other mod changing with AI.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Mr_8000 on December 21, 2020, 01:55:23 PM
I can also comment on this odd behavior, although the circumstances are kinda specific. Any ship with the suicide drones, while put under ai control, or even autopilot, will send the drones in but the fighter wings will remain. They simply swarm around the carrier, even though I can see they are set to engage. Activating manual control results in the fighters behaving normally.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: IraqiWalker on January 21, 2021, 05:38:06 PM
I cant seem to find the rep that sells the wurgandal, even though I am well over level 50, max rep with indies, and have 25 million credits. Is this related to the past level 50 progression mod I'm using?

EDIT:  I've procured myself a wurg through console commands, and I have no idea how to fire the tyrant's eye. The ammo starts at 0 and stays like that through out the whole battle. I've only managed to fire it once in a simulation, and I have no idea on how I managed to get ammo.

Did you try the markets with ED Shipyards on them? like in Nova Maxios, its in the bar.

It says in the description: you need to keep the ship flux high to accumulate energy, the higher the flux the faster it charges (about 2.5 minutes max flux), be careful to not overload though, it resets the counter to zero.

I personally have been parked on Nova Maxios for a couple of weeks now. Sadly, the bar event is not showing up for me.

So, I tried adding one to my fleet through console commands. Which worked. However, the Tyrant's eye does not fire even after charging. I'm not sure if it's because I didn't do it through the bar event, or if it's something else.

All in all, I am LOVING this mod. The ships are so varied and fun. The Newfoundland is a godsend, too.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Chairman Suryasari on January 21, 2021, 05:48:12 PM
The bar event still bugged for now.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: lazloner on January 22, 2021, 03:29:02 AM
Hey Ed, I'm getting this error with just your mod installed plus the required libraries. I uploaded the .log file to Pastebin. (https://pastebin.com/9jpxbG5w)
(https://i.gyazo.com/e5cfb4011d9b39c834c0d8fe79cd07be.png)

Edit: Sorry, I ended up doing what I should have done in the first place when I couldn't figure this out. Clean install and redownloaded all the mods just to be safe, seems to work fine now.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Chairman Suryasari on January 22, 2021, 06:51:20 AM
Always delete the old version of the mod before replacing it with the new one. It's a rule of thumb of modding Starsector.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: IraqiWalker on January 22, 2021, 11:50:28 AM
The bar event still bugged for now.
Ah, good to know. Thanks for the info. Apologies if it was mentioned earlier and I missed it.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: PainProjection on March 06, 2021, 04:48:41 AM
Wait wait wait, i just noticed an update. Did this MAW rework means what this gun could actually be used? I remember that was my biggest dissapointment, cuz it simply been blocked by fighters and random pieces of ships drifting in space.

What exactly been changed?
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: dj on March 07, 2021, 10:05:08 PM
heyo speaking of the maw i just bought the ship today and was trying out the maw and i start with zero ammo and cannot fire it, any ideas as to what this is?
 
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: PainProjection on March 12, 2021, 09:17:16 AM
heyo speaking of the maw i just bought the ship today and was trying out the maw and i start with zero ammo and cannot fire it, any ideas as to what this is?

Wait wait wait, i just noticed an update. Did this MAW rework means what this gun could actually be used? I remember that was my biggest dissapointment, cuz it simply been blocked by fighters and random pieces of ships drifting in space.

What exactly been changed?

I tested it a bit and the changes is:
MAW no longer drain your CR after shot unless your main module overload during process of using this gun.
For that change it seems like MAW now starts with 0 ammunition and has to be charged (unable to use at start of the battle).
I figured out what to charge MAW you need to be above 10k flux (more=better, seems like it stops charging faster after ~30k flux).
Notice what in main module you have circle? a hole? don't know, but it would have bars of energy which represents the progress of charging.

Weapon btw is still ***, really hard to find a decent target to it, you either destroy something like paragon before even reaching full DPS, or cannot kill target in one shot because it is module construction (station) and it always tend to be blocked by dead ships and fighters. Really annoying.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Spacejunkhauler on March 16, 2021, 03:32:23 PM
I noticed it is supposed to be "Version Checker compatible". My version checker couldnt check this mod and i had to look ip manualy if it was updatet or not
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ishman on March 17, 2021, 12:33:27 AM
I noticed it is supposed to be "Version Checker compatible". My version checker couldnt check this mod and i had to look ip manualy if it was updatet or not

Let me help you out by copy pasting this section from the top of the version checker thread for you.

Quote
Bitbucket has made a change on their end that means that the version of Java that ships with Starsector can no longer connect to bitbucket.org. Mods using Bitbucket to host their version files will need to migrate to another site.

Since the update check does not work for affected mods, you'll need to check their threads for updates manually using the in-game menu. My apologies for the inconvenience.
Title: Will this mod be updated to 0.95a? Or is it permanently discountinued?
Post by: epixinvites on March 28, 2021, 05:03:02 AM
I really love this mod due to its unique ships and hullmods, but ED seems like he's gone for an unknown amount of time. So, will this mod be updated to 0.95a? Or will it not?
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on April 03, 2021, 11:36:27 AM
Eventually... if no one else is interested in taking over the mod.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Chairman Suryasari on April 03, 2021, 03:00:25 PM
How about the Discord server? Is there no one want to forked your mod or maintaining it until you come back?

Also i hope you are doing well there  :D
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: PlatinumSun on April 04, 2021, 12:34:16 PM
Eventually... if no one else is interested in taking over the mod.

Say, I plan on learning to program basic Java during the summer, how complicated would simply updating the mod to 0.95 be? I have almost zero programming experience other than a small random text picker program (It asks a question and gives you a random positive or negetive fortune depending on how you asnwered the questions. The Python version had a tally system where it gives you one fortune at the end after adding together the sum of the answers.) I wrote years ago in C#, which I also made again in Python. But if I am going to be honest I can't remember anything of programing them or programming in general. Other than I made heavy use of arrays for them. And both of them (C# and Python) had something wrong that caused a crash which I couldn't figure out what for the life of me.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: ModdedLaharl on April 09, 2021, 03:20:16 PM
I'd also be quite interested in helping to continue ED Shipyards. I'm already in the process of setting up a jar and teaching myself some slightly more complicated scripting in order to execute what I want to do.

Glancing through the files, there's definitely some things here I'd need to chew on; not least of which being that onHit effects need to be updated for 0.95 for weapons like the Grapeshot; and frankly I can't even pretend to mimic the artstyle.

I'm currently out of state and thus away from my work computer so it'd be a bit if I did do this, but I'd definitely throw my hat in the ring.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: theDragn on April 09, 2021, 06:18:12 PM
Glancing through the files, there's definitely some things here I'd need to chew on; not least of which being that onHit effects need to be updated for 0.95 for weapons like the Grapeshot; and frankly I can't even pretend to mimic the artstyle.

Updating on hit effects is very easy- you just need to add the ApplyDamageResultAPI argument. For example:
public void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point, boolean shieldHit, CombatEngineAPI engine) becomes
public void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point, boolean shieldHit, ApplyDamageResultAPI damageResult, CombatEngineAPI engine)
and that's it.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Lord Sputnik on April 11, 2021, 11:22:43 AM
Glancing through the files, there's definitely some things here I'd need to chew on; not least of which being that onHit effects need to be updated for 0.95 for weapons like the Grapeshot; and frankly I can't even pretend to mimic the artstyle.

Updating on hit effects is very easy- you just need to add the ApplyDamageResultAPI argument. For example:
public void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point, boolean shieldHit, CombatEngineAPI engine) becomes
public void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point, boolean shieldHit, ApplyDamageResultAPI damageResult, CombatEngineAPI engine)
and that's it.

That totally explains this error when I tried updating it myself to 0.95...
Spoiler
12304987 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: data.scripts.weapons.Magnablast.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.scripts.weapons.Magnablast.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
   at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.O0OO.super(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.oOOO.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: fattytheking on April 23, 2021, 06:37:31 PM
Love this mod Ed! Cant wait for it to get updated for 0.95
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: bombasticmori on April 23, 2021, 07:45:11 PM
I enjoyed this mod back in 0.91a so I was considering updating it for 0.95a since the author was asking about it. I have a build for personal use but a few other people said they were going to try updating it so I wanted to check first before I try uploading anything.  I couldn't do like, any long term development on it outside of like, gamebreaking problems though.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Coldbolt on May 14, 2021, 07:38:11 AM
{
   "id":"edshipyard",
   "name":"ED Shipyard",
   "author":"Ed",
   "version":"2.1.2",
   "description":"Adds some fun ships, fair and balanced!",
   "gameVersion":"0.95a-RC15",
   "jars":["jars/EDShipyard.jar"],   
   "modPlugin":"data.scripts.ED_modPlugin",
}
try replace it to 0.95a-RC15 under gameVersion it run well and didn't crash when starting up the game but during the game play on battle it will crash so play at your own risk
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: bombasticmori on May 14, 2021, 03:12:11 PM
{
   "id":"edshipyard",
   "name":"ED Shipyard",
   "author":"Ed",
   "version":"2.1.2",
   "description":"Adds some fun ships, fair and balanced!",
   "gameVersion":"0.95a-RC15",
   "jars":["jars/EDShipyard.jar"],   
   "modPlugin":"data.scripts.ED_modPlugin",
}
try replace it to 0.95a-RC15 under gameVersion it run well and didn't crash when starting up the game but during the game play on battle it will crash so play at your own risk
The issue is many of the weapons use special OnHit effects that have to be updated to the modern implementation of those methods.  Its super easy to do, but requires you to recompile the mod's jar file.  Otherwise it'll crash whenever you try to use those weapons.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: AlhazredTheMad on May 31, 2021, 03:33:47 PM
We must have a savior out there! I need those ED Ships in my life. Anyone done the update and it's just posted somewhere?
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: GaryVary on June 11, 2021, 08:28:32 AM
We must have a savior out there! I need those ED Ships in my life. Anyone done the update and it's just posted somewhere?
I'll be your savior, I've fixed onHit method and now it's compatible with [0.95a]. So far didn't find any other issues.
I hope mod author will not be angry that I ported his mod.

https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.0/ED.Shipyard.zip (https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.0/ED.Shipyard.zip)

If anyone will find other issues, then post exception text and (if possible) reproduction steps, I'll try to fix it (until Sunday, I will not have access to the computer, so I will not be able to start looking at the problems earlier.).
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: RoquetheRogue on June 11, 2021, 10:15:54 AM
We must have a savior out there! I need those ED Ships in my life. Anyone done the update and it's just posted somewhere?
I'll be your savior, I've fixed onHit method and now it's compatible with [0.95a]. So far didn't find any other issues.
I hope mod author will not be angry that I ported his mod.

https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.0/ED.Shipyard.zip (https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.0/ED.Shipyard.zip)

If anyone will find other issues, then post exception text and (if possible) reproduction steps, I'll try to fix it (until Sunday, I will not have access to the computer, so I will not be able to start looking at the problems earlier.).

You did a good job, thanks for the link!
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: GaryVary on June 13, 2021, 11:43:17 PM
Found problem with ED ships systems.
Fix https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.2/ED.Shipyard.zip (https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.2/ED.Shipyard.zip)
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: RoquetheRogue on June 19, 2021, 01:16:02 PM
Found problem with ED ships systems.
Fix https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.2/ED.Shipyard.zip (https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.2/ED.Shipyard.zip)

Wurgundal isn't generating charges either, let me see if that fixes it.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on June 19, 2021, 08:43:20 PM
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: RoquetheRogue on June 20, 2021, 07:28:42 AM
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

Yeah.. about that. It had the Doog ship, I need it so bad, it barks.


Beta 2.3 if anyone wants it too
Spoiler
https://bitbucket.org/edmods/files/downloads/ED_Shipyard_2.3_BETA.rar
[close]
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Dreamw4lk3r on June 25, 2021, 05:59:14 AM
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

Yeah.. about that. It had the Doog ship, I need it so bad, it barks.


Beta 2.3 if anyone wants it too
Spoiler
https://bitbucket.org/edmods/files/downloads/ED_Shipyard_2.3_BETA.rar
[close]

I'm sorry if it's been said before but does this work without crashing in the current release? I see ED said it *seemed* stable but can anyone confirm?
This was imo one of the most unique and best faction mods so I do hope it works :D
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: GaryVary on June 25, 2021, 06:58:03 AM
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

So, maybe you can share access to your repository? It would be easier to me to maintain your faction if I had access to repo. I probably will not add any new staff but will maintain project.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: RoquetheRogue on June 25, 2021, 03:59:42 PM
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

So, maybe you can share access to your repository? It would be easier to me to maintain your faction if I had access to repo. I probably will not add any new staff but will maintain project.

Can you fix the beta version I've shared? or at least show me how to do it?

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

Yeah.. about that. It had the Doog ship, I need it so bad, it barks.


Beta 2.3 if anyone wants it too
Spoiler
https://bitbucket.org/edmods/files/downloads/ED_Shipyard_2.3_BETA.rar
[close]

I'm sorry if it's been said before but does this work without crashing in the current release? I see ED said it *seemed* stable but can anyone confirm?
This was imo one of the most unique and best faction mods so I do hope it works :D

Some things are broken and will cause crashes as soon as you use them
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Ed on June 26, 2021, 11:12:29 AM
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

So, maybe you can share access to your repository? It would be easier to me to maintain your faction if I had access to repo. I probably will not add any new staff but will maintain project.

I will keep my repository because if I want to make more mods later I will still have it, but here you can download the 2.3 beta
https://bitbucket.org/edmods/files/downloads/ED_Shipyard_2.3_BETA.rar
this is the old version, so it is not compatible with the current starsector version, all the source is in the mod files.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Uriel on July 11, 2021, 01:15:07 PM
Has any kind soul updated this amazing mod? seriosly the fleet head profile on an onslaught made that ship 10x tougher
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Hiroyan495 on August 15, 2021, 05:20:20 PM
Big fan of the Carolina, I mean, what the heck, a goddamn revolver ship?? :D
I hope more people make these kind of things, cause I love any kind of revolver, whether it's a shotgun or a spaceship.

I don't see it as more than my subjective view on this,
but some of the pirate variants, specifically Beauceron Mk II and Retriever Mk II are a bit odd to me,
as if they're out of place in artstyle.

While the texture and shadowing is a bit strange compared to the rest of the ships,
it's mostly the fighter bays of the Retriever Mk II with their eyelid-like appearance and a hard black line that sticks out for me.

Most of the ship's though, while definitely a hefty contrast to the vanilla aesthetic, are very nice to look at and give me that smooth stainless steel vibe. :)
Reminds me a bit of one of my favorite mod factions, the Oculian Armada.
I like it a lot. ;D
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: DemonicWeebYT on August 27, 2021, 04:25:47 AM
So to 'update' this mod, to atleast play with it all you have to do is...

1. locate "mod_info.json" a JSON file
2. open it with notepad
3. locate the line "game version"
4. set the version name (which as of writing this is "0.95a-RC8")
5.save
6. execute game file/exe
7. open mods
8. activate mod

Done


P.S i can not guarantee stability nor proper functionality so your decision
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: tindrli on August 31, 2021, 06:40:10 AM
So to 'update' this mod, to atleast play with it all you have to do is...

1. locate "mod_info.json" a JSON file
2. open it with notepad
3. locate the line "game version"
4. set the version name (which as of writing this is "0.95a-RC8")
5.save
6. execute game file/exe
7. open mods
8. activate mod

Done


P.S i can not guarantee stability nor proper functionality so your decision

will it work on "0.95a-RC15"?
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: lolman360 on September 04, 2021, 02:44:54 AM
I've updated ED Shipyard for 0.95a- it still might need some work, but now it doesn't crash whenever you use a weapon or whatever. Note that this is built off the 2.1.2 release and not the 2.3 beta- I might have a look at bringing it up to that once all the issues are resolved.

Please let me know (with logs) if you do crash, or find any bugs or anything.

https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Kulverstukass on September 04, 2021, 03:50:20 AM
Please let me know (with logs) if you do crash, or find any bugs or anything.
https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
Plain and simple - game doesn't see mod (nor modmanager sees and installs it too); removing useless coursive bracket at the end in the mod_info file didn't helped.

[attachment deleted by admin]
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: meditopia on September 04, 2021, 07:59:48 AM
Please let me know (with logs) if you do crash, or find any bugs or anything.
https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
Plain and simple - game doesn't see mod (nor modmanager sees and installs it too); removing useless coursive bracket at the end in the mod_info file didn't helped.

mod_info just missing some commas after the } brackets closing some dependencies, is all.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Surge on September 04, 2021, 08:26:34 AM
Tyrant Maw does not function at all, spatial swap causes a CTD, yeah I'm gonna pass for now.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: connortron7 on September 04, 2021, 10:56:25 AM
Almost like changing a number doesn't actually fix the compatibility with the newest update......
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: dub on October 30, 2021, 09:52:41 AM
Does anyone know where to get older versions of this mod? I'm trying to find the 1.7.0 version specifically.
 
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: IraqiWalker on November 22, 2021, 06:52:45 PM
I'm looking forward to all the fixes and updates folks might be able to do to revive this mod.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: MrNage on November 23, 2021, 09:24:53 AM
Tyrant Maw does not function at all, spatial swap causes a CTD, yeah I'm gonna pass for now.

If no-one's come up with a fix for this weapon, the best hack for the weapon is to just edit the weapon_data.csv and remove the ammo count for the Tyrant Maw, leaving it blank. As far as I've checked, the weapon itself works fine; it seems that there was supposed to be a check in the weapon script that occurs which ensures that the Maw only fires once per battle, and that script isn't working out somehow.

With this hack, as a consequence the weapon fires as fast as it's soon done firing (the firing sequence is around 30 secs), though the weapon will damage itself if it is fired while any part of the ship is overloaded, which is a few seconds after the Maw concludes it's firing sequence.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Stalkar on December 26, 2021, 07:51:16 AM
Honeslty the look of ships already gets me sold on trying this one out
quite sad that we have this situation
Spoiler
Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.
[close]

maybe someday
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Nick XR on December 26, 2021, 11:57:54 PM
ED Shipyard 2.4 Released

-=Download=- (https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.4.0.zip)




Goal is to maintain in this long term, Ed has done 99.99% of the work, full credit still goes to him. 

This is a full fledged faction and doesn't need any real work as the roster of ships is extensive, high quality and the balance is great so I don't anticipate any substantive, functional changes.  I'll probably start a new thread in a few days where I can update the original post.

Please leave balance feedback and bug reports.


Known issues:
Newfoundland (locomotive) has some bendy issues


Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: HellBent on December 27, 2021, 03:32:05 AM
ED Shipyard 2.4 Released

-=Download=- (https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.4.0.zip)



  • Migrated to StarSector 0.95.1a-RC6 with permission from Ed
  • Uses the original code from 2.3 Beta
  • Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
  • Minor balance changes to bring in line with vanilla ships

Goal is to maintain in this long term, Ed has done 99.99% of the work, full credit still goes to him. 

This is a full fledged faction and doesn't need any real work as the roster of ships is extensive, high quality and the balance is great so I don't anticipate any substantive, functional changes.  I'll probably start a new thread in a few days where I can update the original post.

Please leave balance feedback and bug reports.


Known issues:
Newfoundland (locomotive) has some bendy issues

Typo in mod info file, for version 9.1a instead of 95.1a
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Nick XR on December 27, 2021, 10:28:49 AM
Typo in mod info file, for version 9.1a instead of 95.1a

Are you sure?  I downloaded the 2.4.0 version to check and it was:
Code
"gameVersion":"0.95.1a-RC6",
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Nick XR on December 27, 2021, 02:39:05 PM
ED Shipyard 2.4.1 Released

-=Download=- (https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.4.1.zip)




Goal is to maintain in this long term, Ed has done 99.99% of the work, full credit still goes to him. 

This is a full fledged faction and doesn't need any real work as the roster of ships is extensive, high quality and the balance is great so I don't anticipate any substantive, functional changes.  I'll probably start a new thread in a few days where I can update the original post.

Please leave balance feedback and bug reports.


Known issues:
Newfoundland (locomotive) has some bendy issues


Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: NikoTheGuyDude on December 27, 2021, 05:28:04 PM
This isn't compatible with the most recent SS version, right? There isn't a typo in the mod_info?
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: NikoTheGuyDude on December 27, 2021, 07:11:50 PM
I retract what I said. I am a dumbass.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Stalkar on January 08, 2022, 01:13:31 PM
first things first,thanks for reviving this
Played around quite a bit with a faction,not as much as i wanned due to natural restriction on having to be close to indep's or nex free port,but what can i say....i generally liked it
Spoiler
the drone restriction on carriers made sense,despite how limiting it is basically forcing you to use either [REDACTED] fighters (mods,that expand that help quite a bit) or fighters from here

leoberger (phase BC) felt very weird and i coudlnt get used to piloting it,maybe its just me and phase ships not getting along

i cant spell the name for the life of me capital carrier (7-slot one) felt really good,specially when you realise you can outfit it with 8 medium missles and 2 large missle slots(dont remember if it had smaller SRM or LRM mounts),its insanely good as LRM support for saturation tactic,active system on the other hand is barely used by AI unless ally ship is actually near death,plus it was often hanging around quite far,i think it should use it when ally ship is near overloading or getting some hits rather then being at deaths-door,as that is a loss of resources by that point (and if you use starship legends its also losing points for that mod)

retreiver is a neat design,doesnt really work with capital fleets in late game but still good until you get there,but repair drones felt too weak honestly,at least from my tests they barely did anithing,maybe i was doing smth wrong on that one but from combat tests and tests with me damaging friendly freighter in simulation barely had any result,they look neat doe thats sure

unless i am mistaken with the other ship but pretty sure dobermann model and design was changed a bit

and something of the biggest disappoinment for me was the wurgandal,from a looks of it and from active system it felt like its supposed to be front-load capital ship ("maw",4 frontal large mounts 4 mediums and a bunch of small on "claws" felt like they all were all facing forward)
but when i got to hand it around it turned out to be a very weird broadsider carrier from how weapons are angled,which absolutely 180*ed me from it
also seems like you have absolutely no control over the fighters,they will fly off and commit death as soon as modules lock to something,aint as bad as you practically are locked to using drones,so no crew loss,but that is still firepower lost if you have interceptors or anything other then a bomber
i hope that having a core-controlled module commands chain will be something that becomes a standart later on for all mods or default modular ships
maybe i was doing something wrong but for some reason despite me usually liking modular ships and specially liking HT this didnt work out at all

basically all it comes down to that you will use only 3 large mounds and 3 medium mounts per side,nothing else,small weaponry is all gonna be PD,which is less weaponry then most of other default or modded capitals in the game can offer which forces you to mostly rely on fighters and staying away,and that is for a price of 100 dp+higher maint cost of 300 p/m doesnt seem like its worth it at all
well....at least it looks cool AF thats for sure

This is a full fledged faction and doesn't need any real work as the roster of ships is extensive, high quality and the balance is great so I don't anticipate any substantive, functional changes
but considering this was said, highly doubt wurgandal would get any meaningful changes to weaponry as it would mean heavy structural edits,so i guess that is a dead ship for me

liked the idea of newfoundland but not that hard of a trader to make use of it so didnt bother with it

berdnard is a must have for me now,+2 speed saves my ass from hostiles(mainly remnants or unwanted pathers) when i run BIG SLOW ships which i do quite often(practically dreadnoight or capital fleet) and the fuel capacity is usually enough for long travel,didnt feel the need to get more then one as its already enough fuel to get around the galaxy unless you run like 30 ships that drink fuel like water

doog is like a smaller version of killer queen?(doom)definetely feels like it,good god mines(from built-in weapons on front) are no friendly fire on them at least for the doog itself
[close]
unfortunately havent fought against them for much to say how do they work as enemies on pirate edition
everything else was nothing of note to go for against or for,at least for now,maybe will add something later if you actually care
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Nick XR on January 08, 2022, 04:58:47 PM
first things first,thanks for reviving this
Played around quite a bit with a faction,not as much as i wanned due to natural restriction on having to be close to indep's or nex free port,but what can i say....i generally liked it
Spoiler
the drone restriction on carriers made sense,despite how limiting it is basically forcing you to use either [REDACTED] fighters (mods,that expand that help quite a bit) or fighters from here

leoberger (phase BC) felt very weird and i coudlnt get used to piloting it,maybe its just me and phase ships not getting along

i cant spell the name for the life of me capital carrier (7-slot one) felt really good,specially when you realise you can outfit it with 8 medium missles and 2 large missle slots(dont remember if it had smaller SRM or LRM mounts),its insanely good as LRM support for saturation tactic,active system on the other hand is barely used by AI unless ally ship is actually near death,plus it was often hanging around quite far,i think it should use it when ally ship is near overloading or getting some hits rather then being at deaths-door,as that is a loss of resources by that point (and if you use starship legends its also losing points for that mod)

retreiver is a neat design,doesnt really work with capital fleets in late game but still good until you get there,but repair drones felt too weak honestly,at least from my tests they barely did anithing,maybe i was doing smth wrong on that one but from combat tests and tests with me damaging friendly freighter in simulation barely had any result,they look neat doe thats sure

unless i am mistaken with the other ship but pretty sure dobermann model and design was changed a bit

and something of the biggest disappoinment for me was the wurgandal,from a looks of it and from active system it felt like its supposed to be front-load ship ("maw",4 frontal large mounts 4 mediums and a bunch of small on "claws" felt like they all were all facing forward)
but when i got to hand it around it turned out to be a very weird broadsider from how weapons are angled,which absolutely 180*ed me from it
also seems like you have absolutely no control over the fighters,they will fly off and commit death as soon as modules lock to something,aint as bad as you practically are locked to using drones,so no crew loss,but that is still firepower lost if you have interceptors or anything other then a bomber
i hope that having a core-controlled module commands chain will be something that becomes a standart later on for all mods or default modular ships
maybe i was doing somethign wrong but for some reason despite me usually liking modular ships and specially liking HT this didnt work out at all with a bad aftertaste

basically all it comes down to that you will use only 3 large mounds and 3 medium mounts per side,nothing else,small weaponry is all gonna be PD or none to save OP,which is less weaponry then most of other default or modded capitals in the game can offer,and that is for a price of 100 dp+higher maint cost of 300 p/m doesnt seem like its worth it at all despite all of the range boost and fighters its extremly undergunned on large and medium mounts
well....at least it looks cool AF thats for sure

This is a full fledged faction and doesn't need any real work as the roster of ships is extensive, high quality and the balance is great so I don't anticipate any substantive, functional changes
but considering this was said, highly doubt wurgandal would get any meaningful changes to weaponry as it would mean heavy structural edits,so i guess that is a dead ship for me

liked the idea of newfoundland but not that hard of a trader to make use of it so didnt bother with it

berdnard is a must have for me now,+2 speed saves my ass from hostiles(mainly remnants or unwanted pathers) when i run BIG SLOW ships which i do quite often(practically dreadnoight or capital fleet) and the fuel capacity is usually enough for long travel,didnt feel the need to get more then one as its already enough fuel to get around the galaxy unless you run like 30 ships that drink fuel like water

doog is like a smaller version of killer queen?(doom)definetely feels like it,good god mines(from built-in weapons on front) are no friendly fire on them at least for the doog itself
[close]
unfortunately havent fought against them for much to say how do they work as enemies on pirate edition
everything else was nothing of note to go for against or for,at least for now,maybe will add something later if you actually care

Great feedback, thanks!

Wurg is on the list of ships to look at, it's just not much fun to fly, there's not a lot of agency involved with it.  Other mods have super caps that support cascading commands and what not to give you a much better feeling of being in control, I'll eventually do something like that here. 

I do like that some ships feel a bit weird or play differently than the majority of ships (vanilla or otherwise), but that's what makes these ships worth using.  With the quantity of other high quality faction mods out there, anything approaching vanilla play has already been done and done well.

My biggest concern is with balancing carriers since they are basically trash meta in the current version, the capital carriers rarely feel worth it DP wise when compared to other things.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: pucin on January 11, 2022, 11:49:53 AM
should been updated in mod index
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: BreenBB on January 16, 2022, 01:30:57 PM
Interesting, do you plan making balance changes related to recent patches phase ship rework, like increasing proportionally HP and Armour of phase ships like vanilla phase ships got?

And another balance issue due patch changes, is Bernard tanker, latest patches decreased fuel usage of Atlas and Prometheus, now they use 6 fuel instead of 10, I think its fuel usage needs to be adjusted accordingly, it was not efficient even in 091 version, since Bernard fuel usage is 40, while 2 Prometheuses 10+10 and 2 Ox Tugs 5+5 gives you 30 fuel per year, and now they gives 6+6+5+5, 24 fuel usage. So its now almost twice as unefficient than using 2 Prometheuses and 2 Tugs. Also, if you reduce current fuel usage by 40% like Prometheus in latest patch got, you actually get 24 fuel per year.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: The One Who Crawl on January 23, 2022, 11:42:37 AM
Hello

Your mod is displayed in blue in the index, but is not compactible with the game, I cannot activate it. Even though I have the most recent version installed.
I don't know if the problem is with the mod or with me, but I wanted to let you know.

(I use a translator, so there might be errors)
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Oni on January 23, 2022, 11:48:06 AM
....  I have the most recent version installed....
???  I think that might be your problem right there.

This mod is for Starsector version 0.9.1a.

The most recent Starsector version is 0.95.1a, this mod hasn't been updated to the newest version of the game.... it's several versions back in fact. Unless you play it on an older version of the game, or the mod author comes back to update it, I doubt it'll work well if at all.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Tyrant11 on January 23, 2022, 01:13:08 PM
....  I have the most recent version installed....
???  I think that might be your problem right there.

This mod is for Starsector version 0.9.1a.

The most recent Starsector version is 0.95.1a, this mod hasn't been updated to the newest version of the game.... it's several versions back in fact. Unless you play it on an older version of the game, or the mod author comes back to update it, I doubt it'll work well if at all.
Nope, this mod has been maintained by Nick XR.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Nick XR on January 25, 2022, 10:20:52 AM
Go back a few pages and find the posts with the download link. 

Don't modify the version file locally to get it to run, you'll be sorry if you do.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Requal on February 19, 2022, 04:10:12 PM
I laughed so loud at the ship named Dachshund.
Everything I look at my neighbours dog now which is a Dachshund I think of this ship.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Vundaex on February 26, 2022, 08:36:42 PM
Great mod. It's unfortunate that the AI cannot prevent the Newfoundland from destroying its own fleet when it changes direction.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: XeroNecross on March 06, 2022, 11:50:13 AM
In-game I get an error saying the was a problem starting the mod or something? I mean it doesn't crash the game and another mod (a portrait mod) is doing the same, but I still see all the portraits in-game... I haven't seen the ships in game yet, but I'm also not seeing a faction for Ed's Shipyard either (is there supposed to?).

All it says is: Ed Shipyard (v2.4, malformed JSON in remote version file at URL "https://github.com/Nickwest/StarSectorMods/blob/main/edshipyard.version")

and honestly thats a lot I don't understand in that.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: XeroNecross on March 08, 2022, 01:19:32 AM
In-game I get an error saying the was a problem starting the mod or something? I mean it doesn't crash the game and another mod (a portrait mod) is doing the same, but I still see all the portraits in-game... I haven't seen the ships in game yet, but I'm also not seeing a faction for Ed's Shipyard either (is there supposed to?).

All it says is: Ed Shipyard (v2.4, malformed JSON in remote version file at URL "https://github.com/Nickwest/StarSectorMods/blob/main/edshipyard.version")

and honestly thats a lot I don't understand in that.

I logged in last night to play and the mod is working now. I don't know if you did anything or it just resolved itself. Either way thank you and great mod on behalf of the original author and many great thanks to Nick for updating it to 0.9.5.1a
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Nick XR on March 08, 2022, 09:40:22 AM
In-game I get an error saying the was a problem starting the mod or something? I mean it doesn't crash the game and another mod (a portrait mod) is doing the same, but I still see all the portraits in-game... I haven't seen the ships in game yet, but I'm also not seeing a faction for Ed's Shipyard either (is there supposed to?).

All it says is: Ed Shipyard (v2.4, malformed JSON in remote version file at URL "https://github.com/Nickwest/StarSectorMods/blob/main/edshipyard.version")

and honestly thats a lot I don't understand in that.

I logged in last night to play and the mod is working now. I don't know if you did anything or it just resolved itself. Either way thank you and great mod on behalf of the original author and many great thanks to Nick for updating it to 0.9.5.1a

Always good when things self resolve >.<

The URL you have a above is missing a `w` in the name.  I'll track down that typo.  Thanks!
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: XeroNecross on March 08, 2022, 02:51:30 PM
In-game I get an error saying the was a problem starting the mod or something? I mean it doesn't crash the game and another mod (a portrait mod) is doing the same, but I still see all the portraits in-game... I haven't seen the ships in game yet, but I'm also not seeing a faction for Ed's Shipyard either (is there supposed to?).

All it says is: Ed Shipyard (v2.4, malformed JSON in remote version file at URL "https://github.com/Nickwest/StarSectorMods/blob/main/edshipyard.version")

and honestly thats a lot I don't understand in that.

I logged in last night to play and the mod is working now. I don't know if you did anything or it just resolved itself. Either way thank you and great mod on behalf of the original author and many great thanks to Nick for updating it to 0.9.5.1a

Always good when things self resolve >.<

The URL you have a above is missing a `w` in the name.  I'll track down that typo.  Thanks!


Glad I could be of service!
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Vundaex on March 11, 2022, 05:44:57 PM
One of my favorite mod, great work!
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Danoob on March 14, 2022, 08:12:25 PM
How to get lvl 50 the only mod i see is max 40 is it required Nex? ,Or you just to need max independent relation and 25 mil?

Sry bad grammar
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: PainProjection on April 04, 2022, 12:50:29 PM

Wurg is on the list of ships to look at
[/quote]

Finally someone works on that mod. As very expirienced Wurg user i have only one, major complain - it's main gun sucks.
And the main reason is - it doesn't pierce through ships, fighters, asteroids, ship and fighter debres. I mean there is already not so many targets for such devastating weapon, but even if you happened to fight some massive boss ship or remnant battlestation you can't connect that beam with your target. There is always something in the way what absorbs significant (if not all) damage output and it's just super frustrating. For the entire 300h playthrough i never happened to fire something successfully other than just obliterating few capitals here and there, but it's such an overkill (and by the way, seems like Fortress shield completely counters it KEKW). For example - as soon as you try to destroy orbital station it just losts one module and that module literally protects all other modules.

I think it's totally possible to allow it going through every object. At least i saw something similar in "Superweapons" mod.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Wispborne on April 06, 2022, 11:36:15 AM
Why not make a new thread for this?

It's fairly confusing to have the Index link to the first page of this thread with outdated download links and no indication that you need to dig through posts to find an updated version (just helped someone on the Discord server who had downloaded an old version).
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: #Negi on April 24, 2022, 11:11:38 PM
I have a question about the Newfoundland's modules: how does it interact with logistics mods?  Example: I want to put Solar Shielding on it, do I place it on the front segment?  Or on all segments?  Do the latter segments have any effect on logistics?  Do they stack or have a proportional effect on the ship as a whole?  Or do they have no effect and only the front segment matters for logistics?  Thank you. 
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: 300Stalker on May 07, 2022, 12:34:49 PM
I would just like to point out that Nurse ship with its giant special shield is not working proprely among few other things. It used to work fine in older versions but now it barely protects against anything. I set it to escort my others ships only to see missles, bombers and other projectiles simply go through that giant dome. It seems to shield only projectiles that are in front of it and some from side, but thats about it
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: NovaSnake on June 11, 2022, 02:59:20 PM
Out of curiosity, is the rep for wurg still borked? Been trying to find them for a solid hour or so, using both the Freeport and Nova Max, and i only saw them once when I didn't have enough money to grab it.
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: topley on July 20, 2022, 05:43:26 PM
Anybody have the pngs for the old versions of the ships? It's a little disrespectful to ask but I'd really like to play around a bit with the old Wurg sprite
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Nick XR on July 24, 2022, 12:10:06 AM
With Ed's permission I've taken over ED Shipyards and will be posting updates on this thread:  https://fractalsoftworks.com/forum/index.php?topic=24976.0
Title: Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
Post by: Thaago on July 24, 2022, 11:34:05 AM
 Thread locked on request so that traffic goes to the new thread - please PM a moderator if this should be reversed.