Hey, man. Just dropping by and garnering the beaut of those ships.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
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:
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.Thanks man, i personally think my ships are pretty sloppy-looking right now, i will improve them all later, including making new skins.
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. ;)
in one of the older releases there was "edshipyard_saluki_3.png"more skins and variants will come
was that fluke or promise of things to come ? ;)
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)
it's in the starsector.log, no crashIt doesn't crash? Does it cause any problems gameplay-wise?
i get it when the game loads into menu
only your mod and lazylib active
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 threadit's in the starsector.log, no crashIt doesn't crash? Does it cause any problems gameplay-wise?
i get it when the game loads into menu
only your mod and lazylib active
Also my mod requires all 3 libs, not just lazylib
it's something i way how EDS and ORA use MIRC defined in the .proj filesYeah 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
anyway it was just looking thru logs at stranger errors and those SHINE there :)
If this was posted in the wrong place, I apologize.which is all kinda super strange
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: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)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]
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
The Leonberger is quite undergunned imho: 2 larges, 6 smalls and 2 meds..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
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?
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
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
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)
(hope you don't mind tomorrow's nerf on the Bernard)
I *very* much like that dreadnought's aesthetic.Thanks
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.Glad you are enjoying the Wurgandal, tell me if there is anything too weak or too strong about it
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.
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.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.
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.
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 shipI had 20 Papillon wings in my cargo.
Damn, this is a major problem, I am trying to figure this out.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 shipI 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.
I cant seem to insert any fighter wing into the Groendael fighter slot, is it a bug or just me?Check the built in hullmods
using the 1.7.0 ED Shipyard version btw
Ah no wonder, been driving me nuts lol, thanksI 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?Ah no wonder, been driving me nuts lol, thanksI 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 :)
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.
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.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.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?
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
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.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.
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.
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 whatThey are all rare blueprints, so you won't find them that easily, since Independents know them raiding their worlds should give you some.
sometimes the groenendael swap crashes my gameAre 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
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.Thanks that mean a lot.
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 =^)
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)
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...Rottweiler is mid level rarity, can take a while to find it in the market, the BP is less rare.
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.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.
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.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.
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.
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
Hey i have this bug where the leonbergs phase cloak can be turned on but can't be turned offIts not a bug its a feature, read the description.
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.
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.
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
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
private IntervalUtil interval = new IntervalUtil(1f, 1f);
{
"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
}
Great mod, especially loving the delievery drones.Glad you like the Terrier 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.
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.
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.
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
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
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
Still not getting it fully, sorryQuoteNot 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.
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:QuoteNot 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.
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.
Still not getting it fully, sorry
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?
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?
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.
ooohhh, damn i didn't notice that beforeI 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
Version 1.9.2
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
Thanks so much for the quick fix. Grand Salvo works like a charm even on 2x speed.
Strange they were already supposed to give priority to non-replenishing stuff, i will investigate.
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
I am always looking for feedback, tell me everything you findOk 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
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
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
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!
1.9.4 Update tomorrow
Released 1.9.4
...
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! :)
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.
Removed the phase cloak and they now behave more like bombers than before, seems like the Phase AI doesn't work well on bombers.
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.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.
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.
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.
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)
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.
Really like the aesthetic and utility of these ships! the repair/supply drones are lifesavers for smaller ships.It has a check for friendly ships in the way when activating the system, but after it began you better stay away.
For some reason friendly beagle always ends up shooting me with its ship system, but ill chalk that up to bad luck lol
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)
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).
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).
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)
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.
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
when they finish the job they stay perfectly still, normal fighters are always moving, even while idlingI 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 idlingI 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)
Working on guns nowLooking forward to those! :)
Working on guns nowLooking 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.
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.
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
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.
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 :)
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
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.
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.They are basically extended PD systems, not really made to go on the offensive, but i could increase the operational range a bit.
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).
Maybe make it based on the boundingradius of the carrier + margin? Never run into that problem again with any shipsize :)Yeah, the Pug uses vanilla AI, i edited the wing_data file.
Ah dang forgot that you would probably have to make it a custom ai for that. :/
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.
All of these look wonderful, but I'm having trouble actually finding a place where I can get independent shipsYou 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.
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
Ed, i think the collie, the little swap frigate has too much OPYou are supposed to put those expensive support hullmods in it
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
Is it too late to bring your attention to the nuance of a Chihuahua being killed non-stop?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.
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.
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
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.
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.This is really weird, Which other mods are you using?
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
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.
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
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)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
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)
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
So, I found this. The description seems wrong.Spoiler(https://i.imgur.com/DCt3lGZ.png)[close]
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
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!
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)
I don't see any info on the wisps. I can't figure out if the papillon is worthwhileThe wisps stats can be seen in the wisp launcher (weapon list in the original post of this thread)
If i ever feel like modding again i will make a special market to find them more easily
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?
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.
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.
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?
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.
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.Thanks guys.
In normal play though, I will remark your ships very rarely show up, even among Independents.
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.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.
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.
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?
Nice mod, only suggestion which I can think of is more ships/weapons. ;DBelieve me i really want to add a lot of new stuff, but gotta rework/balance what is not working
I wish the ED Shipyard could become an actual 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.
The fact there's lore stating they are their own conglomerate really gives it a lot of potential as its own faction.
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
Just don't burn yourself out hahaDon'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.
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 :)
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 :)
The new sprites are looking mighty fine. Very glad you came back to this, looking forward to version 2.0.:)
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
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
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.
How exactly was Tyrant Maw reworked? Could you share any specifics, please? :)You start without it and need to charge energy before using it
Nice. I really didn't like the fact that it reduced CR after firing, now it seems perfect.true, forgot to change that
On a side, I think you missed changing its description on that large image in Ships spoiler.
Thanks for the update, Ed.
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.
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.
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 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"
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).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 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.
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 deathThe AI doesn't understand the concept of long bois, you better drive the NFL manually and keep it away from the other ships
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.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
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.
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
when i first downloaded it and tried to unpack it it said unwanted program/virus detected so it stopped the unpackingSomeone 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.
tried to download it again but windows defender says virus detected
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 ;)
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.
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.
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.
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 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
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.
Eventually... if no one else is interested in taking over the mod.
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.
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.
{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.
"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
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.
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.).
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)
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.
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 tooSpoilerhttps://bitbucket.org/edmods/files/downloads/ED_Shipyard_2.3_BETA.rar[close]
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.
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.
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 tooSpoilerhttps://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
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.
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
Please let me know (with logs) if you do crash, or find any bugs or anything.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.
https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
Please let me know (with logs) if you do crash, or find any bugs or anything.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.
https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
Tyrant Maw does not function at all, spatial swap causes a CTD, yeah I'm gonna pass for now.
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.
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
"gameVersion":"0.95.1a-RC6",
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 changesbut 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
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 itunfortunately havent fought against them for much to say how do they work as enemies on pirate editionSpoilerthe 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 sureThis 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 changesbut 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]
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
.... I have the most recent version installed....??? I think that might be your problem right there.
Nope, this mod has been maintained by Nick XR..... 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.
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.
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
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!