"modules": [
{"WS0010": "istl_bronev_plate_bow_std"},
{"WS0021": "istl_bronev_plate_left_std"},
{"WS0030": "istl_bronev_plate_right_std"},
{"WS0031": "istl_bronev_plate_lrear_std"},
{"WS0032": "istl_bronev_plate_rrear_std"}
],
112680 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.hullmods.KT_ImprovedZeroFlux]
java.lang.RuntimeException: Error compiling [data.hullmods.KT_ImprovedZeroFlux]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.KT_ImprovedZeroFlux
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
47580 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: \DIRECTORY: StarSector\starsector-core\..\mods\Kingdom of Terra (data/world/factions/default_ship_roles.json)
Expected a ',' or '}' at 559 [character 2 line 35]
org.json.JSONException: DIRECTORY: \StarSector\starsector-core\..\mods\Kingdom of Terra (data/world/factions/default_ship_roles.json)
Expected a ',' or '}' at 559 [character 2 line 35]
at com.fs.starfarer.loading.LoadingUtils.class(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(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)
I approve wholeheartedly of the bee gun.I'm sorry that this isn't related to the topic itself, but I really need to ask - whenever I did this, the modules would only appear in simulations - whenever I got my fleet in a 'real' battle, the ships with these modules would come in 'naked'. Is there something else that needs to be setup to make it work?
Module ships don't require any scripting; you just need a weapon slot set to HARDPOINT, size LARGE, type STATION_MODULE, and then a variant file with a section like this (taken from DME's Baikal Brone):Code"modules": [
{"WS0010": "istl_bronev_plate_bow_std"},
{"WS0021": "istl_bronev_plate_left_std"},
{"WS0030": "istl_bronev_plate_right_std"},
{"WS0031": "istl_bronev_plate_lrear_std"},
{"WS0032": "istl_bronev_plate_rrear_std"}
],
assigning the various modules to those weapon slots (by variant ID). Things like rotating modules are all taken care of by hullmods.
I'm sorry that this isn't related to the topic itself, but I really need to ask - whenever I did this, the modules would only appear in simulations - whenever I got my fleet in a 'real' battle, the ships with these modules would come in 'naked'. Is there something else that needs to be setup to make it work?Yeah, it sounds like your mothership is not designated as SHIP_WITH_MODULES under hints in the ship_data.csv file.
Yeah, it sounds like your mothership is not designated as SHIP_WITH_MODULES under hints in the ship_data.csv file.This was exactly it! Thank you very much!
The gif of that wyrm ship is cool as hell and I love the concept.
This mod's tremendous! I'm especially fond of the Rhino and its grapple beams as I've always wanted a melee ship in SS that's not just a one mission joke thing.Thanks!
Really excited to see this come out as a faction but honestly, I'd like to see this be implemented as a minor faction instead. Some hidden one sitting in the fringe that launches raids every so often or something like that. I'd also love to see missions showcasing the ships and stuff.I've been chipping away at the faction required material, slowly. I'm not sure what makes a faction hidden or minor but it would fit the flavour for sure. (The ships kind of clash when you see them too often.) As for missions - I never thought of that. But I'll put it on the list of things to work on since you're interested, thanks for the suggestion.
Capital ship update is here!
I didn't know SS could do fully dynamic module movement!It took some black magic. I'm writing a tutorial on how it works, I want to see what better sprite-makers than me can do with the technology.
I've been chipping away at the faction required material, slowly. I'm not sure what makes a faction hidden or minor but it would fit the flavour for sure. (The ships kind of clash when you see them too often.) As for missions - I never thought of that. But I'll put it on the list of things to work on since you're interested, thanks for the suggestion.
// Hide this market.
hiddenMarket.setEconGroup(hiddenMarket.getId());
hiddenMarket.setHidden(true);
hiddenMarket.setSurveyLevel(SurveyLevel.NONE);
primaryEntity.setSensorProfile(1f);
primaryEntity.setDiscoverable(true);
primaryEntity.getDetectedRangeMod().modifyFlat("gen", 5000f);
hiddenMarket.getMemoryWithoutUpdate().set(DecivTracker.NO_DECIV_KEY, true);
Waha, it's following the mouse? That's hilarious!Thanks, gotta hand it to Someone64 for the inspiration.
Hey I was wondering where you got the new music from? The new tracks are bangers :)Glad you like it, I mixed it myself. I have an album's worth of songs here if you're interested: here (https://www.youtube.com/watch?v=Zmn4ioOIKK0&list=PLPCV6zksDAwusoQfhNyRFIXQ0W1gNdkoz)
lol,if the mod improve the sprite , i must download it, i sword!!!!What would you change about it? I'm not very good at spriting still, but I think I've gotten better over time, and I'm always looking to improve. Maybe I can develop the skill a bit and come back to this sprite.
Holy hell that puncher mech is awesome! What if instead of having ordinary shields, pressing the shield button made it put its shield arm in front of itself and if you pressed the melee attack button while it was in that state, the shield arm would swing outwards to execute a shield bash?This was actually one of my ideas for arm functions, but comes with a bunch of complications. Namely, getting the AI to use it effectively. Also I want to avoid having to mess with arm modules on the refit screen if possible. If I can ever figure out a good way to do it I could put it in a skin.
New update: This Monster,
(https://i.imgur.com/RRRbFBT.png) (https://i.imgur.com/zJCHvgH.gif)
and a weapon.
(https://i.imgur.com/RRRbFBT.png) (https://i.imgur.com/zJCHvgH.gif)This is very cool! Is the collision system doing all this damage, or are you using some sort of hit check?
Is the collision system doing all this damage, or are you using some sort of hit check?Both - there's an invisible projectile that deals the bulk of the damage (EMP or HE), and the collision physics deal extra kinetic damage (weight-dependent) and impart extra force.
Both - there's an invisible projectile that deals the bulk of the damage (EMP or HE), and the collision physics deal extra kinetic damage (weight-dependent) and impart extra force.Nice! Though I think your ship/the spear module might be a bit light for its size, like you see how it gets pushed all the way out when it punches the mule for I think the third time.
Download doesn't seem to be giving the latest version.I just downloaded it, seems to be working fine. What exactly is the problem you're having? Is it throwing an error, missing the new ship? Version checker not recognizing it?
*looks at Quetzalcoatl*That wouldn't be too hard to do, let me take a crack at it...
Hmm, needs more snek. At least enough to fully encircle a paragon! :-D
if you ask me its should be legit! you don't know what kind of weird things out their in vast space! ::) ::)I think it's more likely than animu girls ;)
Just wanted to drop in and say that this is probably the coolest mod that has come out in a long time. I've been playing since the first mods were released, and I really love that you've made ships that are truly unique. Strange and perhaps unrealistic they may be, the ascetic and scripted sections are show stoppers. I've been hoping for something like the Quetzelcoatl a long time, and its great to see it alive and well. I actually think the Basilisk might actually be my favorite though, the tail is simple but perfect.I really appreciate it :) And even more so I appreciate this criticism. It's super valuable to get someone else's perspective on this stuff and you're the first to give a comprehensive balance check and breakdown. So, kudos! Now let's dive in...
I haven't extensively tested everything very well, but there's a few things I'd like to bring up. The Snaggletooth and the Queen feel like they could use a bit of help. They're both extremely fragile, and don't really have enough to justify it imo. The queen in particular has devastatingly low hull, which I'm sure is the intention, but I think it probably needs nearly 360 shields that are maybe a bit tougher to do with that. Also I think the nest bomb could do with regenerating some ammo very slowly as a reward for actually keeping the Queen alive that long. I think the Snaggletooth's missiles could do a bit more damage or reload a bit faster as well.You're clearly right about the Queen - in the past patch, I removed it as a starting option, and lowered its cost, both because I saw it underperform. But there's still something missing and I'm not satisfied with it. I think your ideas are great, particularly a 360 shield, with some more flux capacity to give it a bit of play in hairy situations. Just enough for a human or AI to react, cause right now it gets snuffed out from full hull in a split second with no leeway. And the nest bomb being a generative-over-time effect is a cool concept; a design problem I've been having with the Queen (as a player vessel in partic.) is it's too one-note. It's not rewarding to play. But making the bomb slowly build up additional drones until you release it, and then allow you to start growing more, would add a whole new layer of play and is thematic to boot. So, I will probably do both those things :)
The Basilisk tail impacts just a bit too hard, as lighter ships totally spin out of the control when hit, and only the heaviest of cruisers can typically maintain their position vaguely, if its only a glancing blow. Its easily able to spin an Onslaught several times off one hit. I've thought about this a lot, and I'm not sure how much of it is more about poor thruster control on ships rather than mass of the Basilisk, as it seems like faster cruisers fare better than capitals. That being said, its far too easy to get a ship spinning and keep it spinning forever. I think it should be somewhere in the range of a good hit knocking lighter cruisers 180 or more degrees around, heavier not quite as much, and knocking capitals face away from you. It would still be an amazing defensive tool for front loaded ships, but not comical like it is now.I'll see what I can do, there are a lot of knobs to play with. I'm glad you identified this as a problem, my initial worry was that the tail strike would be too anemic given the risk involved in landing it. But maybe I overbalanced in the other direction.
Also, the Basilisk AI tends to be unwilling to close in and USE the tail in most cases, preferring to launch the barbs for harassment and stay at a distance. Maybe if the barbs could be individually made into a strike weapon, so the AI would use the tail but HOLD the barbs until an opportune moment. I know a lot of that is extremely finicky, and I'm sure doing much about it beyond fiddling with numbers would be very difficult, but keep up the good work.I'm in the process of improving the AI of all the melee ships. The Basilisk was less of a concern than the Monster for example, because it did have a good ranged game too, but it's true the AI doesn't bring it near its potential. Right now the spikes are on a very simple "fire if you got em" trigger which can definitely be more sophisticated. I'll put this one on the list for future development.
The Quetzalcoatl also tends to go one of two ways. Either the head gets quickly sniped and it dies fruitlessly, or it uses the ship system to devastating effect, mostly ending fights before they start. The ship system is a serious problem I think. Harpoons alone are able to overload the shields of most capitals, and this is not counting the sabots that are also in most loadouts. If the sabots land first, its usually an instakill. What I personally would really like to see is the head being much tougher, and the ship overall doing much less damage, or at least less burst. Typically its very hard to actually level its firepower against a single target because of the rapid movement, but that sort of fits into its role I think. Maybe the system could fire only a single missile from each rack (still for free) but keep a reasonably low cooldown. Part of me worries even that might still be too much, but its really hard to say without more testing. That aside, I think the segments are good. they tend to stay alive with the tightly packed narrow shields taking most of the damage, which I like. I would really like to see maybe an alternate version that relies only on weapons rather than missiles, maybe another custom bounty?I'll admit, the system was a lazy solution to begin with. I already toned it down a couple updates ago, but what I really need is a new, more interesting system, ideally, one that plays with the unique movement of the Quetz. So I probably won't mess with the system too much until I can come up with a replacement altogether, but it is within my notice for sure.
For these reasons, Terra also tends to completely wreck face in AI vs AI fleets. I THINK this is mostly the aforementioned missile storm, but the AI doesn't know what to do with Basilisks very well either. This is a minor complaint, I think its more of a symptom than a problem.In your opinion, is the missile storm oppressive enough in these situations to warrant a stopgap measure? I play on very small battle sizes for lack of hardware, so you must know more about large-scale fleet vs fleet than I do.
Lastly, this is seriously into the nitpicky area, but I think the front mount on the Quetzalcoatl should be concealed, or maybe back into the head some so it can have a meaner looking nose. Seeing the missile hardpoint is a huge let down any time its not covered by a weapon, especially compared to the tail segment which is great.I'm not sure I understand what you mean. is the hardpoint too far forward? Is the metal part too wide that it doesn't get covered up by the sprite?
That all probably looks more negative than I intend it too, so I want to reiterate that I love this mod, and I wish there were more like it. Maybe one day you could have actual space monsters to beat the crap out of with Monsters and Basilisks. Either way, I eagerly await any updates you make!I want to reiterate how great it is to hear this stuff! Thanks again :)
...
I want to reiterate how great it is to hear this stuff! Thanks again :)
I will say in my Nex game, Terra quickly and easily wiped Heg out of Oasis, won every fight I observed, and has never been threatened since.This part, though, I'm wondering about. You're talking about auto-resolved fleet-vs-fleet battles in the overworld, not ones you participated in, right? Did they tend to win through greater numbers, or in fights of evenly sized fleets? Because there's two things at play here:
So the neck would have for example +100% more survivability and the tail 50% less, with a gradient in between. That way it still rewards sniping higher-up segments, without making them big glowing weak points, and more often it will lose segments one-by-one instead of a big chunk of 7.
- The power of Neoterra's industry, which is a size 9 planet. If the Hedgies are getting overwhelmed with numbers I might have to tone it down a bit, but I don't think it's as big a deal, since industry and numbers were the intent.
- If, however, they are simply winning all evenly-sized fights, it means the fleet point values for the ships are off base.
I'd like to pitch in about Quetzalcoatl balancing and say that with the 'Coatl, maybe the system could be some sort of 'EMP Coil' technique, where the ship curls up, and sequentially activates it's thrusters to throw itself in the direction of an enemy, using the velocity of the thrusters to steer (maybe) while shocking the enemy. Considering that a coiled Quetzalcoatl can already move faster than some frigates (Omen included), I think this may be an apt system for the 'Coatl.I do like that this way of moving exists as a "bonus" alternate movement option for the astute player. But I'm not sure it would work aesthetically or mechanically as a regular part of its movement, esp. in AI hands.
I'd like to pitch in about Quetzalcoatl balancing and say that with the 'Coatl, maybe the system could be some sort of 'EMP Coil' technique, where the ship curls up, and sequentially activates it's thrusters to throw itself in the direction of an enemy, using the velocity of the thrusters to steer (maybe) while shocking the enemy. Considering that a coiled Quetzalcoatl can already move faster than some frigates (Omen included), I think this may be an apt system for the 'Coatl.I do like that this way of moving exists as a "bonus" alternate movement option for the astute player. But I'm not sure it would work aesthetically or mechanically as a regular part of its movement, esp. in AI hands.
Or make a way for the Quetzalcoat to...dissamble itself. then those parts will act as a separate entity or ships for a while before combining again...well along those lines lol
Hmm...was there a basilisk with a tail section destroyed/missing at the time? I see where the crash happened, and I'll put some checks in. Let me know if you can reproduce it.
I'm guessing the problem is the Ouroboros head is missing 4 engines that were added to the Quetz head and are turned on when the body dies.
Glad you got it working :)
Hotfix is up.
- Fixed crash caused by Ouroboros lacking some engines.
- Goon heavy fighter is now correctly labeled in the codex.
EDIT: lul ninja'd.
Sorry to hear that - I'll see if I can replicate it. Can you post the crash report?
EDIT: I have attempted to recreate the bug, with the following method, and failed. There was no crash and everything seems to be working.Method- I spawned in an Ouroboros with console commands. I also spawned a Quetz and a Cathedral from SWP, just to check.
- I applied a trait to each of them the console command: addtrait good to capital_ship
This put a random trait on each ship I had spawned. Each gained the "notable" mod with that trait.
- I checked the refit screen and clicked on every clickable module. There was no crash.
- Just to check, I assigned an officer to each ship, then added a crew loyalty to each ship with: setloyalty 10 capital_ship
- Again, I checked the refit screen and modules. No crash.[close]
So, something else is happening. Either:
-the crash is caused only by traits added normally with battles, not console commands.
- the crash is caused by a specific trait, not just any trait. (What trait did your Ouro get?)
- you're running a noncurrent version of one of the mods.
- something else entirely.
Get back to me with some more info if you can.
EDIT2: I tried getting the trait "legit" (without console commands) and still, no crash.
Alright, thanks. To confirm, you have the most recent version of Starship Legends installed?
If you DO use console commands to add a trait, does the crash occur? (if you don't even play with the Console Commands mod, you can disregard, but it would be a lot easier to test if you could replicate the crash with just commands.)
I'd be surprised if there was another mod besides KT and SL interacting here, but you can never be too sure.
EDIT3: The upshot is, you have an option now. Scrap your current Ouro, spawn in a new Ouro with console, and re-equip it. The spawned Ouro should be immune to the crash.Actually, it looks like editing the ship's loadout in any way will solve the problem, so re-equiping it might not be necessary
@KitsuneNoMeiji & Sinosauropteryx: Thanks for doing all that investigative work guys!No prob!
Pirates getting this factions weapons by default gives their stations Grapple Beams and it just deletes anything that isn't a capital ship through the collision alone. If anything it needs a massive range reduction, for now I just disabled other factions getting these weapon blueprints by default lolWell, thanks for saying this. I was worried something unforeseen might happen. I want Kingdom weapons to get some kind of distribution outside of their tiny planet, but I guess the grapple beam in particular causes problems. I don't think the weapon is unfair on non-stations, so maybe I can weaken it in that particular instance. Or just restrict its distribution to markets only.
Your mod looks utterly fantastic! I can't imagine how much work must go into making something like this. Congratulations as well on your background flavor text, both well imagined and well written. Thank you ever so much for creating it for us.I super appreciate you saying so! Knowing it's enjoyed is what makes it worthwhile. And, you're welcome :)
I've a few newbie questions. (I just discovered the game a week ago. How it took so long baffles me.) I presume this faction won't appear unless I start a new game, right? Is it's placement in the universe random or pre-mapped? Can a starting player get commissioned by this faction so as to gain access to it's hulls and gear? Finally, is their planet at least in theory conquerable and if so, do we inherit it's prodigious production capacity?- The way it works is (I think) as follows. The faction is tied to a planet and a system, which are only created during a new game. So if you add it to the existing game, it won't break the game, but the faction won't exist, so there will be nowhere to buy (most of) the ships. You WILL still be able to find blueprints, and most weapons (plus a couple ships) are available to pirates and other factions. So you will get a partial slice of the content in your current playthrough. Although I might be wrong on some of this info.
Whew, I just finished the Ouroboros bounty and that was insane, I managed to wipe out a couple of sneks and destroyers with a Titan missile from the Imperium mod but when I tried to fire a second a Rhino decided to charge it while it was right in the middle of my fleet, thank god it destroyed it before it blew up. Then the Ouroboros came and the whole battle turned into a wrestling match between it and my Kadur capital ships.Sweet, glad to hear the boys can make a worthy war story! (And that the Ouro bounty executes as planned ;) ) Congrats.
...
The faction is tied to a planet and a system, which are only created during a new game. So if you add it to the existing game, it won't break the game, but the faction won't exist, so there will be nowhere to buy (most of) the ships. You WILL still be able to find blueprints, and most weapons (plus a couple ships) are available to pirates and other factions. So you will get a partial slice of the content in your current playthrough. Although I might be wrong on some of this info.
...
That Pulverizer is sexy.Thanks, it feels sexy.
Rammificatingly sexy.
But so far I've only come across grappling beams and I'll be damned if they aren't a hilarious addition to any fleet friend or foe. I was merrily plucking frigates from an enemy formation and watched in horror as they mercilessly started doing the same to me with tractor beam mounted Venture cruisers. Too funny.I'm glad you're liking the grappling beams, truth be told they're one of my favourites. (I thought I'd removed them from pirate fleets...but I guess it didn't work.)
There is something about features that are overpowered or can be seen as making the game easier which makes them less palatable, which was my immediate reaction to certain designs the videos.Thanks for saying so. Maybe those gifs are a bit misleading...the melee ships are particularly good in 1-on-1 settings (which is usually the only way I can record), but they get riskier to approach with as fleet sizes increase. And most of them were unfair fights against weaker ships.
Emm, the download isnt working for me for some reason, is there an alternate place to download it?I'll throw it on bitbucket, here (https://bitbucket.org/Sinosauropteryx/version-files/downloads/Kingdom_of_Terra_v0.9.zip).
Integral Density is a hullmod I didn't know i wanted! Thank you! Time to make a ramming build ship!You're quite welcome :)
Soo, is this new update save compatible?Yes.
Probably because I just came from looking at Yuri Expedition,Great, now I can't unsee it!
but I can't unsee a white haired android girl in a dress at the back of the Pulverizer.
Just imagine the booster as the bottom of the dress, then as you work your way up you see robotic hands and then a robotic-ish face and hair.
and that
(https://i.imgur.com/8r93tAK.png)
The rhino is hilarious, as is its cruiser sized cousin. Honest to god just watched a station segment annihilate 2 rhinos and made a note not to use them in the future against stations. Then 30 seconds later my other 2 rhinos drilled the very same segment to death and I could not stop laughing.It's definitely a kill-or-be-killed ship. (And I'm glad you enjoy it.)
(https://i.imgur.com/xGhUk1k.png) (https://i.ytimg.com/vi/vwaEYOl3CNg/hqdefault.jpg)
So we have this:That's hilarious! Great video.
On a side note. Using Pulveriser is very annoying, cause it cannot equip any of your "pulling" weapons. When you ram you will most probably overload target if hit it's shield, but can't benefit from it cause you launch it away to safety where it can fully recharge his flux conduits. Just saying, maybe i'm doing something wrong.This is sort of intended behaviour too, big enough ships with ready shields will be mostly safe and are only taken out of the battle temporarily through sheer positioning. For more destructive effects you have to drive through a cloud of smaller ships, or try to knock ships into other ships. I say "sort of" because it's really just how the physics work out. I might put a couple energy mount options on it for grappling beams though, that's not a bad idea.
So far, I'm absolutely loving this mod, safe for one issue I'm having.
The Kingdom's fleets are unbeatable, not in the sense that they're too strong, but in that if you kill/route all their ships, no victory is declared by the game. Your just stuck on an empty field until you get bored and retreat.
Have you tried Consolen Commands and the "EndCombat" command to exit the Battle Screen ?
:golfclap: I was amused by your video. I need to use more drill meme ships in the future.
Just played against this faction in High value bounty. I'm say i'm very impress by the concept and the way Kingdom of terra fighting.Thanks, I'm glad you're enjoying it!
Will the ourobouros show up in markets? I see it in fleets sometimes but I'm not usually hostile to terra.Ouroboros should only be attainable as a Nex super ship start, or from the above high value bounty. If you see any in a regular fleet, take a screenshot, because that shouldn't be happening. (Regular Quetzalcoatl should show up in fleets and markets.)
great mod, just want to report a bug.Hi, sorry I didn't catch your post until now. The problem you're having might be that you haven't included mods with the "Kingdom of Terra" tag in the hullmods refit screen. It's a green text label.
I purchased and used the Blast Dampeners mod spec but it does not show up in the refit screen.
here is all my active mods for this save in case you need itSpoiler
lightshow 1.40
Arma Armatura 0.1
Blackrock Drive Yards 0.9.5
Combat alarm sounds 1.31
Combat chatter 1.9.3
Commissioned crews 1.9
Common radar 2.5
Communist clouds 0.2
Diable avionics 2.51 rc4
Diable addon royal blue
ED shipyard 1.9.9a
Fleet tester 1.0
Industrial.evolution 1.7.b
Interesting portraits pack 1.2
Kingdom of terra 0.9.5
Lazylib 2.4f
Magiclib 0.29
Neutrino corp 1.86-rc3
Nexerelin 0.9.6d
Practice targets 1.4
Seeker - unidentified contact 0.3
Ship/weapons pack1.10.5
SkilledUP 1.1
Starship Legends 1.4.1
Supply Forging 1.1
Tahlan Shipworks 0.3.16
Terraforming and station constructoin 5.2.1
Torchships and deadly armaments 0.11
Transfer all items 1.1
Unknown skies 0.42
Varya's sector 3.1.5
Varya's ship pack 1.1.4
ZZ GraphicsLib 1.4.1[close]
I’m not even mad. Thanks so much for making my day
Continue to really like this mod. The Trilobite is a great addition to the fleet! Though based
The Trilobyte's modular hull design is amazing.
So amazing.
Just came to say,Thanks, all. This mod ain't extinct yet!
Thanks a lot for that, love.
just want to ask real quick. when piloting the quetz is it 'intended' to be able to coil and launch yourself like a bowling ball at 500-600 speed?"Happy accident," it's an emergent property of the particulars of its movement. I consider coiling up to be advanced player tech and will gladly take credit by retroactively intending it.
also, can integral density be stacked on, say the quetz to have a silly amount of hullmass?No, it only counts when it's on the main ship. (come to think of it, I should be forbidding it entirely on segments.)
You are a creative powerhouse. The sheer brilliance of your ideas combined with outright trolling is unbelievable. Downloading your mod so that I can destroy these hideous monstrosities you call ships. I'm amazed that Quetzalcoatl works as well as it does.Thanks! Ol' snakey is probably the biggest time investment of all the ships. Although later ships did get to borrow its tech, so it's hard to say.
Hello. This looks like a fantastic mod, one of which I've been looking into using for quite some time. I'd like to inquire though, how does the AI fare in piloting these unique ships such as the Basilisk? Do they actually make use of it's full potential, or do they behave like they're using standard-- midline ships?On that scale, they fall somewhere in the middle. They'll never quite use the melee ships to their FULL potential, compared to what a player pilot can do. But they do all have custom AI to help them close distance and aim their built-in weapons correctly.
This mod give me cosmic horror and Metal Slug vibe at the same time.
v0.12 released! A phase ship, plus this thing:As someone who has played this and other mods a sizable amount, while fun, the rhino is insanely strong. I can regularly roll through massive fleets, multiple capital ships, or even the strongest space stations with just one as long as im piloting it. I think its deployment and or monthly supply cost should be massively increased or have the damage reduction from drilling into ships be heavily reduced.
https://youtu.be/RmLNZ6bSrlQ
(video lag/choppiness is from my junkbox trying to run recording software, the mod does not normally lag.)
man this is one of the few shipmods I actually like, cool stuff, feels more lorefriendly than it should be :DLOL. It's certainly a square rock hammered into a round hole, but lovingly so.
Hey man just dropped by to say what an AWESOME mod you have! Thanks for all the updates!Thanks dude!
I imagine this re-skinned with a mech look. The swinging limbs on the rascal, monster, urchin, basalisk and maybe even rex could be a mech swinging a melee weapon of some sort. Or in the case of the rascal and monster, a sword and shield even. Out of all the mech mods currently out none of them have anything like this. There is huge potential there.I like these ideas, but the bottleneck is always sprites. If the sprites fell out of the sky I could make a whole reskinned faction with similar mechanics and different flavour. But, alas.
That said, I still love this mod. The ideas and implementation are fresh and creative. The weapons are also fun and over the top.Thanks dude!
P.S.: Will you ever add officers to a new level of power?I don't understand the question.
I would be interested in trading some art for some technical help with cool swinging spaceship limbs.I imagine this re-skinned with a mech look. The swinging limbs on the rascal, monster, urchin, basalisk and maybe even rex could be a mech swinging a melee weapon of some sort. Or in the case of the rascal and monster, a sword and shield even. Out of all the mech mods currently out none of them have anything like this. There is huge potential there.I like these ideas, but the bottleneck is always sprites. If the sprites fell out of the sky I could make a whole reskinned faction with similar mechanics and different flavour. But, alas.
EDIT: On a side note I think the bee gun should check a limit or something, I kinda crashed my game with a "null" error after pounding a domain mothership with two of those for an extended period of time. I assume there was either too many bees, unfortunately I forgot to check the crashlog and restarted the game, will update if neededHey, sorry you're having this problem. I will try to replicate it and find a fix. (As time permits, so please bear with me.)
EDIT: welp I tried a second time and it seems to crash againSpoiler871904 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.A.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]
While playing and seeing the Kite, with the lore saying how they shoved the bulkhead full of tonstone makes me wonder what would happen if they shoved an entire atlas(cargo holds included) full of the stuff and modded the enginesI quite like that Atlas idea, actually...
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.
I just put 5 rock chuckers onto a kassadari overdriven ship... Threw so many little stones at a paragon that I shoved it to the edge of the map. Lovely.Yeah...those damn broken GH ships!
Congrats to everyone who worked on this.Thank you! I'll pass it along to the team (heheh)
In the meantime, go easy on the beeshooters and hopefully you'll bee ok.I laughed way more than I should.
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.
Sinosauropteryx - There seems to be an issue with the Flushpipe torpedo that cropped up with this newest version of the game:Spoiler752463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
at com.fs.starfarer.loading.specs.a.super(Unknown Source)
at com.fs.starfarer.loading.specs.a.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at data.scripts.util.KT_Dummy.spawnDummy(KT_Dummy.java:18)
at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advanceMissile(KT_FlushpipeEveryFrameEffect.java:52)
at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advance(KT_FlushpipeEveryFrameEffect.java:21)
at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.%u04B00000(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Shame really since this is one of the more unique mods that I enjoy, hope to see you back at some point.
I've been able to temporarily work around it by going into the weapon files in the mod, and for the KT_Flushpipe_whatever files, adding a # before the ""everyFrameEffect":"data.scripts.weapons.KT_FlushpipeEveryFrameEffect";" section. Disables the pretty effect, but went from constant crashing in a pirate battle to actually being able to finish it.
Whatever Flushpipes are doing, they make me crash whenever they're fired. If it helps I'm runing 0.95.1.
I think grinders are meant to be somewhat lackluster, no? since you are basically throwing rocks :DYou're mistaking grinders for rockchuckers/avalaunchers. Grinders shoot sparks everywhere and are basically shittier vulcans.
I'm making this post in both Kingdom of Terra and Apex Design Collective, as I'm not sure which of the two mods are causing this issue, but figured you both might want to know.
So experimenting with Grappling beam weapon on a modified Paragon and I wanted to see how effective using 2 beams on smaller ships will be so since my main armaments are shorter range and being able to pull in quick small ships means I'll be able to prevent the eternal kite even if they have no ability to break my shields.
At the top of my list of hostile ships when running a simulation are the Apex Design Collective ships, some of which have Geodesic Shield Matrix, which changes how shields work. I've tested my ship against Apex ships with and without the Geodesic Shield Matrix and it's only getting the effect from ships with the Geodesic shield matrix.
Upon the Grappling Beam hitting the shield, the sprite for the shield itself goes away, it still blocks all my shots, and emits particles like it is being shot. As well, the ship gains infinite flux being able to fire all of its weapons forever without gaining any flux at all. this effectively rendered them invulnerable to me.
If I send another ship to get behind the arc of the shield it still takes damage to the armor and hull like normal. so unless ship has a 360 shield I can kill it if I have 2 ships attack it.
Have a good [time of day].
I've had a few odd things going on recently in my save. First I had the old bug with the battle not ending because of modules, in this case it was the bee shooters leaving behind what I assume is the module managing the bees. A quick nuke fixed it and strangely it didn't happen again.
Second I had some weirdness going on with the snakelike ships, pictured in this screenshot. The Ouroboros is pictured but it happens with the normal capital and the frigate as well. https://imgur.com/a/adYFJMZ
As far as I could tell the hitboxes were all fine, it SEEMED purely visual but I'm not 100% sure. I think its because I updated to the new MagicLib 0.46 by Wispborne. No crashes or anything crazy. As always thanks for your hard work!