Fractal Softworks Forum

Starsector => Mods => Topic started by: creature on October 25, 2019, 05:19:53 AM

Title: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on October 25, 2019, 05:19:53 AM

(https://i.ibb.co/K0CWjNP/yrxp-flag.png)
Yuri Expedition
Download v.2.2.1 for 0.9.1a
 (https://drive.google.com/file/d/1s7_-hHQw6Y4dCssKSdtl5Gi9LtUG6aRu/view?usp=sharing)

* Important: Update 2.2.0 and up contains many balance changes that makes YRXP in line with both RYAZ and ARIA.
Simply put, it's a big 'ol nerf bat right in the teeth.
If you enjoy playing with YRXP as it is, you do NOT need this update as it introduces no new content.
* Important: If you are updating from YRXP pre-2.0.0, and wish to continue your save, you NEED to install [YREX] Nijigen Extend (https://fractalsoftworks.com/forum/index.php?topic=17846.0) or it will cause a crash.

(https://files.catbox.moe/4zwsfz.gif)
newest version, 2.2.1, check the post in page 21 for details.

* Important: Before updating, always make a save copy just in case!

(https://i.ibb.co/4tmKsVC/yrxp-update-guide.jpg)

Mod Requirements:
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)

Integrated with:
Nijigen Extend (https://fractalsoftworks.com/forum/index.php?topic=17846.0)
Star Promenade (https://fractalsoftworks.com/forum/index.php?topic=17952.0)

Nexerelin v0.9.5e (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
Version Checker V2.0 (https://fractalsoftworks.com/forum/index.php?topic=8181.0)
Commissioned Crews V1.5 (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Vayra's Sector V3.1 (https://fractalsoftworks.com/forum/index.php?topic=16058.0)

Recommended Mods:
Aria the Escalation (Search for it in Nexus Mods! Make sure to have adult filter on!)
Kingdom of Royal Azalea (https://fractalsoftworks.com/forum/index.php?topic=18698.0)
Hatsune Miku On The Side Of A Pandemonium (https://fractalsoftworks.com/forum/index.php?topic=19428.0)
Azur Lane Portrait Packs (https://fractalsoftworks.com/forum/index.php?topic=17251.0)


Note: To enable extra VFX (particles and stuff, only for users with FPS to spare or don't care about low FPS), go to this directory:

Code
...\Starsector\mods\YRXP\data\config\
and open the file, settings.json where you will see this near the top:

Code
"yrxp_EnableVFX":false,
Just set that false to true.



I. Summary:

This mod adds the new faction, Caparice Trade Co. in the Sola system in the eastern fringe of the sector. Their core ships are centered around the "glass cannon" concept, with a focus on missiles and other stand-off weapons. To accentuate this, their ships do not have native access to shield tech and instead rely on speed or armor.

Their ships are specialized around specific, different roles. No generalist ships to be seen in this roster, though one theme runs at their very core - none of them come with shields as standard equipment. You have been warned. Instead, every ship is outfitted with a certain capacity for long-range support. The smaller ships survive using their speed and maneuverability. The larger ones depend on armor and heavy firepower - destroy the enemy before they destroy you.

The ships are also themed with itasha-style decals atop a base coat. I highly recommend Haze's Girls Frontline Portrait Pack (https://fractalsoftworks.com/forum/index.php?topic=15939.0) and VJNL's Azur Lane Portrait Packs (https://fractalsoftworks.com/forum/index.php?topic=17251.0) to get in the correct mood!

The weapon list features missiles for every occasion. Saturation, Shield Suppression, Point Defense, Anti-Fighter, Long-Range Bombardment - you name it, there's a missile that can do it. Or if there isn't, there should be a combination that will do the job. In addition, powerful area-denial and BALLISTIC point defense systems keep your ships safe against enemy missiles.

But overall, this mod is not about how powerful missiles are, but how pretty they look when fired in a concentrated volley.

tl;dr:
- Glass cannon ships armed with missiles. LOTS of missiles.
- Long-range artillery, a missile's best friend.
- Very strong PD that can protect your ships from the same magnitude of missile barrage that you can dish out.
- No shields, except for the special few.
- A missile for every occasion.
- Looks pretty with all guns blazing.
- Custom paintjobs for special shiptypes (more to come)
- Mechs! Totally not gundams! (new in 1.7.0!)



II. Some samples:

[Missile Frigate] AE-522 Snowstorm
by Axlemc131 (recolored)
(https://i.ibb.co/BPmSsn3/yrxp-missile-frigate-new.png)



[Carrier] IW-365 Morning Drop
by HELMUT (recolored)
(https://i.ibb.co/5ByWZNr/yrxp-light-carrier-new.png)



[Aegis Cruiser] AE-753 Mythril Cloak
(https://i.ibb.co/2kyTmFp/yrxp-aegis-cruiser-3-sample.png)

See more

[Strike Fighter] IW-299 Scarlet Sky
by HELMUT (recolored)
(https://i.ibb.co/hLzKHrV/yrxp-fighter-frigate.png)


[Gunboat] AE-528 Fruit Basket
by Axlemc131 & Medikohl (recolored)
(https://i.ibb.co/R75GHwW/yrxp-gunboat.png)


[Combat Freighter] AE-592 Cream
by Tartiflette (recolored)
(https://i.ibb.co/TrPcBGY/yrxp-destroyer.png)


[Missile Destroyer] AE-656 White Frills (without armor brackets)
(https://i.ibb.co/3cxWsRw/yrxp-destroyer-2.png)


[Destroyer] AE-641 Lotus Blossom (without armor brackets)
by Medikohl (recolored)
(https://i.ibb.co/rQ3Tht8/yrxp-gun-destroyer.png)


[Assault Dropship] AE-613 Starflower (without armor brackets)
by Axlemc131  (recolored)
(https://i.ibb.co/dfQZjhc/yrxp-assault-dropship.png)


[Light Cruiser] AE-755 Aether Shawl (bare)
by Tartiflette (recolored)
(https://i.ibb.co/Hd6XgZ2/yrxp-aegis-cruiser-2.png)


[Orbital Mothership] AE-718 Moon Rabbit
by xenoargh  (recolored)
(https://i.ibb.co/rFpVX4P/yrxp-invasion-ship.png)


[Signals Ship] OE-360 Whispering Grass
by Vinya(recolored)
(https://i.ibb.co/qg0HfVC/yrxp-signal-ship.png)


[Fleet Carrier] IW-701-S Seraph Wing
by HELMUT (recolored)
(https://i.ibb.co/DMnPrC7/yrxp-fleet-carrier-2.png)



[Destroyer] AE-600 mod.MKN "Jashin"
by Tartiflette(recolored)
(https://i.ibb.co/3BKmyYt/yrxp-destroyer-makina-sample.png)



[Heavy Destroyer] AE-611 mod.MKN "Tenshi"
by Archibalde(recolored)
(https://i.ibb.co/YWBzbc4/yrxp-guardian-2.png)


[close]



III. The Mod in Motion:

- .GIFs:

(https://i.ibb.co/4PKzZnH/sample-ae-600-lilyring.gif)(https://files.catbox.moe/9md9o2.gif)(https://files.catbox.moe/7myzuj.gif)

See more
(https://i.ibb.co/4PKzZnH/sample-ae-600-lilyring.gif)(https://i.ibb.co/mD43XRK/sample-ae504-sparklers.gif)(https://i.ibb.co/d67tv00/sample-ae907-artillery.gif)
(https://i.ibb.co/7kQnNYZ/sample-iw700-fighters-lrbm.gif)(https://i.ibb.co/2qnYCWW/sample-massdriver.gif)(https://i.ibb.co/QY4ywbW/sample-strike-fighter.gif)
(https://i.ibb.co/4d9LcyY/sample-ichirin.gif)(https://files.catbox.moe/ddu68e.gif)(https://files.catbox.moe/kwov9m.gif)
(https://files.catbox.moe/uyz7f2.gif)(https://files.catbox.moe/7myzuj.gif)(https://files.catbox.moe/9md9o2.gif)










[close]

- Full Video Demos:

https://www.youtube.com/watch?v=oNHghCChBfE&list=PL3Uiq4ZNWTw6UB0HOBWNzFjB-RgmgJ6aS

Check the full playlist here: https://www.youtube.com/playlist?list=PL3Uiq4ZNWTw6UB0HOBWNzFjB-RgmgJ6aS (https://www.youtube.com/playlist?list=PL3Uiq4ZNWTw6UB0HOBWNzFjB-RgmgJ6aS)

If you liked what you saw then please, give the mod a try and experience it yourself!



IV. Commissioned Crews:

Yuri Expedition is integrated with Commissioned Crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0), and getting a Caparice Trade Co. commission will give you the following bonus:

(https://i.ibb.co/ZVNXZ5V/yrxp-yuri-commission.png) Flowers of the Snowfield

Yuri crews have a strange elan that allow them to work together in perfect synchonicity. As such, not only is maximum CR increased to 90 percent, but peak operating time is also increased by 50 percent and CR decay is greatly reduced. On the other hand, this same camaraderie translates into shock when losing crew members. CR is degraded when losing crew members from hull damage.

During combat, combat effectiveness is greatly increased when fighting at 60 percent CR and above. Conversely, when crew morale breaks - 30 percent CR, this ship will immediately retreat from the battlefield and will be unable to be commanded otherwise.



V. High Value Bounties:

Yuri Expedition is also integrated with Vayra's Sector (https://fractalsoftworks.com/forum/index.php?topic=16058.0), and the mod introduces several bounties, yielding unique and powerful ships as a reward! So be on the lookout for these faces:

(https://i.ibb.co/TWrvzSY/mimi.png) (https://i.ibb.co/kGz6MQH/shinka.png) (https://i.ibb.co/DwBg6Gz/sora.png) (https://i.ibb.co/K76dcwM/kurimu.png)

V. Lore:

As you might expect from gaudily painted ships with cute girl decals, there's no way this is or can be lore-friendly. I did, however, add some internal lore regarding each ship and weapon system, if you're interested in that sort of thing.

v1.0.1: For what it's worth, the 'excuse' for them being in the sector is as follows:

Spoiler
After an unusually powerful hyperspace storm out in the rim of the core worlds, an entirely new star system appeared where there was just empty space. Quacks and scientists with lab coats alike a race to explain this phenomenon just as signs of civilization were detected. A strange xenos species has arrived. Perhaps from a different dimension. Perhaps - from the second dimension?
[close]

v.1.4.0: Some limited interaction between the Yuri and the wider sector. Missions chronicle events that transpired involving Pirates and the Persean League/Hegemony.

v.1.5.0: Some technological exchange between Yuri and Independents. Bounties have been placed on certain Yuri.

v.1.6.0: Tensions between the Yuri and the locals are rising.

v.1.8.0: In response to increasing hostilities across the sector, Caparice Trade Co. develops weapons of mass destruction as a final deterrent.



VI. Known Issues: (lots!)

- Crashing problem when setting an Aether Shawl to spawn as a part of your colony-spawned fleets.
- Some dialogue rules are leaking to other factions
- The balance is probably wack if you try to mount any other missile types in the available slots in these ships. Hah! No you won't!  ;D
- Some significant balancing has been done! But playing just by the ear, I might have fumbled on some stuff. But I don't have the time to play SS anymore! The irony!  :o
- A certain ship's built-in missile racks are terribly OP but I haven't gone back to rebalance it. Sorry. DONE  8)
- A certain capital ship's activated ability is just a placeholder, because I can't seem to make station_modules work. (Works in simulations but disappears in real battles - why!?)  DONE  8)
- The PD missile is currently terrible. I'm still learning how to script so I can give it a good Anti-Missile AI. Apologies.  DONE  8)
- A certain line of drone motherships are -placeholders- until I could figure out the above station_module issue... Nah, they're good.
- The fleet points cost of each ship is behaving strangely. No matter what I set in their ship_data, the game seems to set its own fleet point cost to them. The net effect is that all ships are terribly cheap in fleet cost...  DONE  8)
- An issue with the Commissioned Crews integrated mod, where you don't actually get the faction hullmod when entering a market - if this happens please add the "Commissioned Crews" hullmod to your ships, and this issue will be corrected.
- and probably more that have slipped my mind...



VII. Still to come: (lots and lots!)

- More missiles! DONE  8)
- A full range of LARGE missiles, for one. DONE  8)
- As soon as I could get the anti-missile AI to work, I'll add another PD missile - an MIRV! DONE  8)
- Maybe some electronic warfare options One down! I have one more idea to come!  8)
- Find a way to stop mounting a makeshift shield generator onto these ships. DONE  8)
- More heavy artillery DONE  8)
- More medium ballistic options DONE  8)
- More frigate and destroyer class ships with medium ballistic slots.  DONE  8)
- Don't know if it's even possible, but alternative skins for the existing ships - different decals for more unique ships!  Lots new skins inside! Still more to come!  8)
- A full-blown faction mod!? (alas, a faraway dream)  Wasn't actually as hard as I feared, thanks to having some references to look up!   ;D
- I want to add some special bounties on the Ship/Weapon Pack's IBB board! Cancelled  Special ships are now added to Varya's Sector High Value Bounty system!
- Adding some NPCs and quests to obtain special goodies (custom ships and stuff) <- delayed  :'(
- Add an in-campaign storyline for the faction (only after figuring out how NPCs and quests work!) <- also delayed  :-[
- Controllable trash-tier drones as meatshields for your glass fleet. DONE  8)




VIII. Special Thanks:

This mod was made possible only by the generosity of the community spriters who made their works available within the Kitbash Database and the Free Community Sprite Resources. You are the reason why this mod isn't made entirely out of MS paint chicken scratch (which means I wouldn't have bothered making it at all because it doesn't look good):

Tartiflette
Archibalde
HELMUT
Protonus
Axlemc131
Medikohl
Vinya
xenoargh

Mechs are heavily edited sprites from Mobile Suit Gundam: Cross Dimension.

The decals are made by these talented artists:
kaya8
gla
baba seimaijo
nagare
atou tsubaki
nyxview
roke
jnstudio
nyanpyoun
myo ne, arknights
waterkuma
shanyao jiang totoro
ran

Special art for commodities, structures and hullmods:
Kobayashi-san no Maidragon by Cool Kyoushinja
CD Art from Akatsuki Records
Tamomoko
koruri
tomono rui
g.haruka
okita
moyashi

Sounds:
Taira Komori, taira-komori.jpn.org
Kyutwo (great anime sounds!)
C&C Red alert sounds

For coding and internals-related help:
Alex
Sinosauropteryx
Histidine
Sundog

For scripts and references (especially on faction creation):
Tartiflette (Diable Avionics)
Dark.Revenant (Interstellar Imperium, Ship/Weapon Pack, Black Magic that makes all my problems go away)
Vayra (High Value Bounty integration)

Of course, a big thank you to the Starsector team, who created this wonderful game that has already claimed hundreds of hours of my life. Since I discovered it around a month ago.

And finally, you. Thank you for trying out YRXP. I hope you enjoy it!
Title: Re: [0.9.1a] Yuri Expedition v.0.01 || Ship and Weapons Pack
Post by: Mr. Nobody on October 25, 2019, 07:16:07 AM
[polka intensifies]
Nice work!
Title: Re: [0.9.1a] Yuri Expedition v.0.01 || Ship and Weapons Pack
Post by: Elementony33 on October 25, 2019, 07:22:04 AM
Thank you for teaching me what itasha is
Title: Re: [0.9.1a] Yuri Expedition v.0.01 || Ship and Weapons Pack
Post by: Crimson Sky Gaurdian on October 25, 2019, 08:19:06 AM
10/10, mod of the year.

RAINBOWS!

I'm not so sure on it not being lore-friendly. There is no stealth in space, so why not be fabulous? :P

- Find a way to stop mounting a makeshift shield generator onto these ships.
Why not just make them pink instead? :P
Title: Re: [0.9.1a] Yuri Expedition v.0.01 || Ship and Weapons Pack
Post by: creature on October 25, 2019, 02:11:59 PM
Thanks for the warm reception! ;D
 
Why not just make them pink instead? :P
It's actually a design decision. I wanted this line of ships to be that little bit unique by giving them alternative survival options, some of which are already in like
Spoiler
drone meatshields
[close]
but I'm also eyeing modular armor pieces like the ones you see in SCY nations. Also my headcanon says they've followed a lopsided tech tree so they have advanced miniaturiazation, armor and missiles but never discovered shield tech.
Title: Re: [0.9.1a] Yuri Expedition v.0.01 || Ship and Weapons Pack
Post by: Crimson Sky Gaurdian on October 25, 2019, 02:59:10 PM
I can see the balance argument. But lore-wise why would that stop you, the player, from going "I have all these ships with shields, I wonder if I can strap one to this?" :P

I know you can't put shields, even makeshift, on phase ships, maybe make them phase ships but not phase?
Title: Re: [0.9.1a] Yuri Expedition v.0.01 || Ship and Weapons Pack
Post by: creature on October 25, 2019, 03:41:52 PM
I can see the balance argument. But lore-wise why would that stop you, the player, from going "I have all these ships with shields, I wonder if I can strap one to this?" :P

I know you can't put shields, even makeshift, on phase ships, maybe make them phase ships but not phase?
Thanks for the suggestion! I'll try it out.

As for the lore, maybe it can be handwaved away by saying since the standard Yuri ships were so heavily miniaturized, most could not fit the bulky (I assume) generators and related electronics that also need to span the entire ship (maybe).

In any case,
Spoiler
there are some special models that were made to fit these imported (read:monkey) model shield generators. Unfortunately, the name of the hullmod is 'makeshift', implying it was jury-rigged by the crew themselves, instead of being a substandard product bought from some black market. But oh well.
[close]
Title: Re: [0.9.1a] Yuri Expedition v.0.02 || Ship and Weapons Pack || Updated 10/28
Post by: creature on October 28, 2019, 05:40:46 AM
Release 0.02
The Great Leap Forward
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP.zip)

(https://i.ibb.co/p15kkjg/sample-valkyrie.gif)

- With help from Alex, I was finally able to make the Mod Plugin work! Suddenly, a vast new horizon opens up, and here are the first fruits of this new frontier!
- Furthermore, thanks to Sinosauropteryx for teaching me how station modules work! More on that below.
- IMPORTANT: Because the mod now utilizes them, it will now require LazyLib, MagicLib and GraphicsLib!

Thank you both for your help! Know that you have made all this, and everything to come, possible!



I. Ship Updates

- IMPORTANT: The AE-592 Freighter's model was updated. This new one no longer has any VLS cells and the fighter bay was removed. Yes it's a full nerf. For now, the old model remains to prevent crashes, but please sell it off or dump it as I might fully remove it in the future. The price of the old model has been doubled to compensate for the loss (assuming ships sell for half the price). Sorry for the inconvenience.
- This update sees 3 ships given modular armor: The Picket Ship "Guardian" variant, the Aegis Cruiser and the Capital Ship. As such, their base ARMOR stat was reduced, as well as their flux dissipation.
- The biggest update, however, lies with the AE-752 Aegis Cruiser. In fact, I would like to showcase it here for you!

https://www.youtube.com/watch?v=Q5HPblVajcU
AE-752 Aegis Cruiser Showcase
Spoiler

So what's new? Let's find out:

(https://i.ibb.co/R4bYzBP/aegis-cruiser-stats.jpg)

You can see some interesting things immediately. The silhouette is different. But it's not because I altered the model. Both sides are fitted with Applique Armor! 4 pieces of them, in fact.
And what's this? There are some interesting icons on the right hand side of the screen! Oh yes! Having the mod plugin work meant that I could make my own hullmods! Let's take a look, shall we?

(https://i.ibb.co/1s59n2j/yrxp-yuri.png) Yuri Void Warfare Doctrine
This doesn't actively do anything. Just some flavor text to describe some peculiarities about this line of ships. I did, however, use it as an anchor to make it impossible to mount the Makeshift Shield Generator on anything that has this hullmod!

(https://i.ibb.co/vqF6k6s/yrxp-shield.png) Imported Shield Generator
Ah! Finally, some consistency in lore! It's basically a copy of the Makeshift Shield Generator that is unobtainable (so you can't just pop this mod in any ship). However, I also tweaked it for the theme, removing the speed malus, in favor of an even worse shield efficiency (as you can see above!)

(https://i.ibb.co/z4V6WxK/yrxp-armorpurge.png) Aegis Armor
And this. This is really the center of the Aegis Cruiser's design. The 4 armor modules make this thing extremely slow! It also covers some exhaust vents, giving you worse flux dissipation. But as you lose armor pieces, the roles reverse! You become faster, dissipate flux better, and best of all, the weapon modules covered by the armor blocks get activated! If you find yourself facing off against one of these, take care! You do not want to unload your heaviest weapons in one big salvo, only for it to unleash all of its hidden weapons once it's shed its skin!
[close]



II. New Weapons / Weapons Updates

- With the shackles of vanilla weapon sets removed, I've finally started tinkering with some more "advanced" weapon types! First off, I want to introduce the updated version of the OE-10-K Aurora Crown Long-Range Ballistic Missile (LRBM):

Spoiler
(https://i.ibb.co/YWvJx2D/sample-lrbm.gif)
[close]

It shoots out flares at the terminal stage! Well, It's a pretty rare weapon, and it's only been so long, so very few of you might even know of its existence. Sorry for spoiling it, but there's still a lot more hidden goodies that I haven't even talked about (though you might see them in demo images)!

- Of course, there are a bunch of new weapons as well. Here's some more, to tease your tastebuds:

Spoiler
(https://i.ibb.co/2qnYCWW/sample-massdriver.gif)
(https://i.ibb.co/L9NdVcJ/sample-featherlight.gif)
[close]

- And finally, we have a new fighter! You've already seen it in action above, but here's how it looks like up close:
(https://i.ibb.co/SNkGyqS/yrxp-superfighter.png)
IW-179 Valkyrie
by HELMUT (recolored)



III. Next Steps
- I'd like to add compatibility for version checker soon!
- I REALLY need to find a way to fix the broken fleet point counter. (Why isn't it working!? I already *doubled* everything's point cost!) (https://i.ibb.co/tQjmCB8/yrxp-incompatible.png)
- I don't know how to implement ship AI behaviors yet, so as you might find out, the Aegis Cruiser will immediately use its ship system at the start of battle if controlled by the AI, to maximize firepower. I'll try to find a smarter activation time for this in the future.

From this point forward, the mod will be growing to a size that won't be easy to test manually like I do it, especially with the near-limitless possibilities introduced by scripting. As such, I would like to ask that if you find an error somewhere, especially crashes, please report it here. I might ask you to post your starsector.log or whatever information might help me debug, and for that, I ask your patience. I hope to deliver a rich but stable mod that you can enjoy without thinking about it too much!
Title: Re: [0.9.1a] Yuri Expedition v.0.02 || Ship and Weapons Pack || Updated 10/28
Post by: Mr. Nobody on October 28, 2019, 06:40:03 AM
Nerf
That sucks a bit, but ok
Quote
eagle with armor modules
Kinda cool concept, i admit
Quote
rocket with flares
Interesting, i can see it in a support role

Anyway, kinda good all in all, but i don't think il'll use this m-
Quote
yeet rocket
I'll take 20
Title: Re: [0.9.1a] Yuri Expedition v.0.02 || Ship and Weapons Pack || Updated 10/28
Post by: Supplius Maximus on October 28, 2019, 11:30:29 AM
The aegis crashes my game when it spawns and gives me this error:

432806 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.everyframe.yrxp_AegisArmorEffect.advance(yrxp_AegisArmorEffect.java:179)
   at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.o00000(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.CombatFleetManager.new(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Óo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.oo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Ôo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

Title: Re: [0.9.1a] Yuri Expedition v.0.02 || Ship and Weapons Pack || Updated 10/28
Post by: creature on October 28, 2019, 02:26:58 PM
The aegis crashes my game when it spawns and gives me this error...
Hey, thanks for the bug report!

Am I right in saying that you've had the Aegis Cruiser before this update? If so, I believe the error comes from the fact that the shield modules didn't exist in the model, yet the script for them is running!

I've uploaded a quickfix right now Download 0.021 (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_0021.zip)

Now, I believe this will only fix the crashing issue, but to get the Aegis Cruiser to actually work from that state, you will most likely need to sell yours off and buy a new one. As an apology, and thanks for posting this bug, I've set the old Aegis Cruiser's value to 3 times its old price, so you would hopefully recoup your losses and then some! By the way, you'll know that you have an old model by seeing the (obsolete) beside its name. If you don't, please tell me too! I might not have fixed the problem yet!
Title: Re: [0.9.1a] Yuri Expedition v.0.021 || Ship and Weapons Pack || Updated 10/29
Post by: Supplius Maximus on October 28, 2019, 03:41:47 PM
Oh, I didn't have actually have it myself, but it appeared in a fleet I was fighting. Still, thanks for the fix! This is a very enjoyable mod and I think something really great can come out of it. The one thing I would ask for is a few reskins for the ships, maybe in red or purple. Other than that, really good.
Title: Re: [0.9.1a] Yuri Expedition v.0.021 || Ship and Weapons Pack || Updated 10/29
Post by: Supplius Maximus on October 28, 2019, 04:06:59 PM
With 0.021 the game crashes at startup. This is the error:

19447 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Duplicate key [yrxp_aegis_cruiser | ] while loading [data/hulls/ship_data.csv from [/Users/NAME/Desktop/Starsector.app/Contents/Resources/Java/../../../mods/YRXP]
java.lang.RuntimeException: Duplicate key [yrxp_aegis_cruiser | ] while loading [data/hulls/ship_data.csv from [/Users/NAME/Desktop/Starsector.app/Contents/Resources/Java/../../../mods/YRXP]
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(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(Thread.java:745)
Title: Re: [0.9.1a] Yuri Expedition v.0.021 || Ship and Weapons Pack || Updated 10/29
Post by: creature on October 28, 2019, 04:20:50 PM
With 0.021 the game crashes at startup. This is the error...
Sorry! A bit scatterbrained right now. Here's the real fix: DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_0021.zip)

The one thing I would ask for is a few reskins for the ships, maybe in red or purple. Other than that, really good.
I'm mulling about alternate skins too! I swear I saw some sort of 'skins' folder in some of the hull folders in some mods so it might be possible, but I haven't gotten around to having a proper stab. But since you request it, I'll make sure the first one I make is either red or purple!
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 04, 2019, 04:49:13 PM
Major Update 1.01
Caparice Trade Co. arrives
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.01.zip)

(https://i.ibb.co/fGVzm7v/sample-sprinter.gif)

Important: I'm sorry to say that this major update will <break> any save with older versions of YRXP. I tried to find a way to salvage older saves, but after adding so much on top, I had to give up. Please accept my apologies. :(
So if you wish to keep playing your current save DO NOT update YRXP.



I. New Features

- The Yuri get their own faction:

Their ships will no longer be sold outside of their home system (except maybe in black markets).

Spoiler
(https://i.ibb.co/ZWVT1vS/caparice.jpg)
[close]

The custom world is complete with its own special environment and industry! You want lore? Here's some lore! You can find them about northeast of Naraka.

- Training Mission/Ship showcase:

Spoiler
(https://i.ibb.co/zF8RFSj/mission-briefing.png)
[close]

Now, you can try what YRXP has to offer without slogging through a new game! There's one exception, however - this simulation will NOT include the special custom ships on offer! (More on that below)

- Version Checker compatibility:

I'm not sure if it works yet, since it's my first time trying it out, but hope it does!

- Nexerelin compatibility:

The Yuri will now participate in the galactic 4X game as a minor faction! They're an isolationist group with just 1 small planet, but that's before they met you, the player! As a special gift, if you choose to start the game with Caparice Trade Co, you can choose to start with a special "super ship" selection - the AE-656 Scherle-Custom "Scorched Lily". Speaking of which...



II. Ship Updates

- This major version has seen another round of updates for existing ships. Firstly, the capital ship was remodelled - its artillery platforms have been separated into their own modules with their own (imported) shield generators! YOU NOW HAVE 3 SHIELDS ON THIS THING WTF. Secondly, the AE-656 missile destroyer received a light detachable armor at its side. The ship does NOT get the Aegis Armor trait because the extra weight is negligible.

- And, as part of the AE-656 modernization, I want to present the first reskinned ship in the Yuri catalogue!

AE-656 Scherle-Custom "Scorched Lily"
https://www.youtube.com/watch?v=jEBvO4nCDdw

(https://i.ibb.co/9Hdf3wC/yrxp-destroyer-2-scorched-lily.png)
This thing eats capital ships.

As promised, here is a purple reskin for Supplius Maximus! But it's not merely a reskin because underneath that purple base with sakura bud decals; it's a vastly different, unique ship in its own right! The "Scorched Lily" has THREE removable applique panels to make up for its vastly inferior base armor. But more than that, its prow was opened up to reveal a massive anti-ship cannon, the OE-51 "Sakura Splitter"! As you can see in the demo video above, the main charge splits into submunitions, which, in turn, split into yet smaller ones (with different, sparkly colors - this is important) and the thing just chews through armor like it wasn't there! Is it OP? Yeah, I guess so. Good thing only the player can have it! (if you see it elsewhere in game - that is a bug and I apologize)

That said, it has also lost all its remaining small PD slots, and a ton of its native armor, so be careful of torpedo boats!

- New fighter and gunboat ships!
IW-299 Scarlet Sky 
by HELMUT (recolored)
(https://i.ibb.co/hLzKHrV/yrxp-fighter-frigate.png)
  AE-528 Fruit Basket
by Axlemc131 &
Medikohl (recolored)

(https://i.ibb.co/R75GHwW/yrxp-gunboat.png)

Here they are in action!
Spoiler
(https://i.ibb.co/QY4ywbW/sample-strike-fighter.gif)
It's a heavy fighter you can pilot!
It features a new shipsystem that allows it to evade stuff
like you see in your animes!
(https://i.ibb.co/fYMsXnF/sample-ichirin-gunboat.gif) (https://ibb.co/6RYky1w)
It comes with a basket-shaped shield in front
and is a frigaze sized vessel with a MEDIUM ballistic slot.
[close]



III. Weapon Updates

- IE-80/OE-3 Ichirin Gun-Missile System (art by HELMUT, recolored) :

(https://i.ibb.co/8MjnhfJ/yrxp-gunmissile-turret-00.png)
The ultimate in Yuri CIWS technology
is neither a gun nor a missile, but BOTH!

In action:
Spoiler
(https://i.ibb.co/4d9LcyY/sample-ichirin.gif)
Never fear fighter swarms again...
...if you have MEDIUM ballistic slot

[close]

- AW-43 Sprinter LRM Array (art based on the swarmer missiles from Tartiflette's SCY nation - another great mod, give it a try if you haven't!):

(https://i.ibb.co/PjQkpB9/yrxp-large-missile-vls-turret.png)
When Sparklers aren't cutting it anymore...

- And more!



IV. Next steps

- Adding new custom/reskinned ships! I plan to add a some to the IBB board from Dark.Revenant's Ship/Weapons Pack!
- Maybe adding special characters you can interact with in Caparice. I want to tie at least 1 custom ship as a reward for doing something there, but I need to find out how to do it first.
- Custom quests? I want to add some in-lore NPC that asks the player to obtain some hull/weapon samples from other factions in the sector.
- Maybe even a character that, if you finish their questline, can join you as an officer? (with their custom ship)

Who knows! Just stay tuned, I guess?
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: tantananan on November 07, 2019, 07:42:09 PM
I'm really enjoying this mod! Thank you!
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 08, 2019, 05:00:47 PM
I'm really enjoying this mod! Thank you!
Glad to hear! Thank you very much!
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Dwarden on November 08, 2019, 05:07:06 PM
Code
195837 [Thread-9] ERROR com.fs.graphics.o0oO  - Error loading [graphics/portraits/gfl_f00.png]

seems like the YRXP\data\world\factions\yrxp.faction
has definitions using non-existant portraits from `"Girls Frontline Portrait Pack"` which i don't use anymore ...
as there are issues with too many portraits packs ...
(partly memory issues and partly due to some of the portraits failing to load (for random picks))

(and i guess it's now in the first post so ignore it but wish there was easier way to tell dependencies)
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 08, 2019, 05:53:43 PM
Code
195837 [Thread-9] ERROR com.fs.graphics.o0oO  - Error loading [graphics/portraits/gfl_f00.png]

seems like the YRXP\data\world\factions\yrxp.faction

has definitions using non-existant portraits
yep, it's from `"Girls Frontline Portrait Pack"` which i don't use anymore ...
as there are issues with too many portraits packs ...

(and i guess it's now in the first post)

Hmm, that is a bit of a problem... If you would like, version 0.021, the last version without the faction, (and thus the added dependencies) is still up in this link:

Download (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_0021.zip)

You will only need the three 'Libs' for it to work!

The numbers may look far off, but apart from the items listed in the latest update, 0.021 has everything the mod has to offer. Moving forward, I'm afraid I don't intend to make my own portrait pack, since one already exists to my satisfaction, so the requirement will stand for all forseeable updates.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Dwarden on November 08, 2019, 06:09:13 PM
oh, don't worry i will edit the faction file myself to just remove the portraits , that's easy for me

what i would suggest for you is add some small amount of default portraits directly as part of your own mod

you can e.g. use some from this pack https://fractalsoftworks.com/forum/index.php?topic=17066.0

as long as you credit the author and link to the original thread
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Avatier on November 08, 2019, 06:10:06 PM
Just dropping by to say, great mod. 10/10 would rocket punch Astrals into a death spiral again.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 08, 2019, 06:36:48 PM
oh, don't worry i will edit the faction file myself to just remove the portraits , that's easy for me

what i would suggest for you is add some small amount of default portraits directly as part of your own mod

you can e.g. use some from this pack https://fractalsoftworks.com/forum/index.php?topic=17066.0

as long as you credit the author and link to the original thread
I don't think that will really fix the error if I will still reference the rest of the missing pictures from a different mod... (I really like those portraits from Girls Frontline!)

Just dropping by to say, great mod. 10/10 would rocket punch Astrals into a death spiral again.
Ha!  ;D
Glad you enjoyed it! Thanks for dropping by!
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Dwarden on November 08, 2019, 06:38:41 PM
@creature what i mean you can use (some of) those portrait pictures directly, aka as part of your mod files (the pack author allowed it)

so saving you from the trouble of dependency on another pack (as bonus the visual theme fits way better for Starsector)
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 08, 2019, 06:57:19 PM
@creature what i mean you can use (some of) those portrait pictures directly, aka as part of your mod files (the pack author allowed it)

so saving you from the trouble of dependency on another pack (as bonus the visual theme fits way better for Starsector)
Ah, that makes sense! I'll give it a try.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Dwarden on November 08, 2019, 07:09:15 PM
oh i think you misunderstood, i was talking about the pack i linked

Interesting Portraits Pack

it has like 375 portraits in it (so i'm sure you may like some of those to use)
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 08, 2019, 07:29:11 PM
oh i think you misunderstood, i was talking about the pack i linked

Interesting Portraits Pack

it has like 375 portraits in it (so i'm sure you may like some of those to use)
Ah, don't worry, I understood what you meant - but I really want those Girls Frontline portraits, so I asked for permission to integrate them! For the time being, Haze's mod will remain a dependency.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Dwarden on November 08, 2019, 07:37:12 PM
ok, thanks for clarify
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Fuzzlewhumper on November 09, 2019, 03:25:14 AM
I'm enjoying the mod but I do have some things about it that 'feel' like they're not as intended.

The home system has everything on the one and only world, the pathers are triggered from the start. I don't have a problem with it, just mentioning it as feeling odd when compared to the other faction starts (I've not tried them all, It may be more common than I think).
Was more common than I thought, never mind. :)

The IW-365 ship (as bought from the open market on the starting world) lacks the Minimal Armor Package included with the large carrier group start. I'm suggesting adding a blueprint at the start that includes what you wish it to include for the player to start off with. (P.A.C.K. starts the player with a blueprint for its ships 24,000 value - don't know what all it includes). Something to consider so a player can make bought ships from the station have the same load outs.

Again on the IW-365 ship (but this may not be specific to the ship and more specific to the fighter I chose to pair it with). I bought IW-201 Bomber's for this ship. First combat, before the enemy has had a chance to reach my back line and kill this ship, the ship is destroyed. I restarted to see why and paid close attention. The missiles sent out by the IW-201 KILLED the mother ship (IW-365) they were launched from. Friendly fire? This feels more like a bug than intended behavior.

Thanks for the mod, enjoying it! :)
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Crimson Sky Gaurdian on November 09, 2019, 03:45:05 AM
Firstly, the capital ship was remodelled - its artillery platforms have been separated into their own modules with their own (imported) shield generators!
From my own playtesting with similar ships, you better hope you've got enough point defence on those modules too, as they don't actually stop explosions from missiles and the likes.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 09, 2019, 02:41:00 PM
I'm enjoying the mod but I do have some things about it that 'feel' like they're not as intended...
Thank you very much for the detailed feedback, I'll go through them one by one below.

The home system has everything on the one and only world, the pathers are triggered from the start. I don't have a problem with it, just mentioning it as feeling odd when compared to the other faction starts (I've not tried them all, It may be more common than I think).
Was more common than I thought, never mind. :)
Them having just one planet is intentional, however, upon my own testing, it seems that making them also start as a size 4 market might be severely limiting the types of ships available at their marketplace (is that how it works? I'm not really sure), so I'm currently looking at having them start at a larger size or whatever is needed (maybe add a secondary faction that adds an advanced market like you see in other mods?)

The IW-365 ship (as bought from the open market on the starting world) lacks the Minimal Armor Package included with the large carrier group start. I'm suggesting adding a blueprint at the start that includes what you wish it to include for the player to start off with. (P.A.C.K. starts the player with a blueprint for its ships 24,000 value - don't know what all it includes). Something to consider so a player can make bought ships from the station have the same load outs.
I do plan to give the basic blueprint to a player that starts with Caparice Trade Co! I'll probably get it done on the next update. About the armor package, it's a separate mod from the IW-365 Carrier and, while the variant you start with does come with it, it isn't a necessary "flavor" mod, since the base IW-365 already comes with paper-thin armor. Adding minimal armor package on top of that just puts the armor at 'non-existent' territory, which is fine!

Again on the IW-365 ship (but this may not be specific to the ship and more specific to the fighter I chose to pair it with). I bought IW-201 Bomber's for this ship. First combat, before the enemy has had a chance to reach my back line and kill this ship, the ship is destroyed. I restarted to see why and paid close attention. The missiles sent out by the IW-201 KILLED the mother ship (IW-365) they were launched from. Friendly fire? This feels more like a bug than intended behavior.
Ah! Yes, unfortunately, this must be friendly fire... To help me find the culprit easier, can you tell me the weapon used by your IW-201 bomber? There may be around 4 or 5 variants of the same bomber with different loadouts, you see!

Thanks for the mod, enjoying it! :)
Glad to know! Thank you very much!

From my own playtesting with similar ships, you better hope you've got enough point defence on those modules too, as they don't actually stop explosions from missiles and the likes.
Absolutely true! And don't forget, you also have PD missiles. Don't skimp out!
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Fuzzlewhumper on November 09, 2019, 04:30:04 PM
Quote
Ah! Yes, unfortunately, this must be friendly fire... To help me find the culprit easier, can you tell me the weapon used by your IW-201 bomber? There may be around 4 or 5 variants of the same bomber with different loadouts, you see!

I deleted that save, I was happily testing stuff out and seeing what did what. Beyond the ship name and the fighter I picked, I'll just tell you what visually was happening if that's of use.
The bombers would launch and take up position just behind my ship. The enemy was about 6 ship lengths away from me and the bombers launched these little pebble looking things that drift along without tracking. When they get close to the enemy, they explode into several smaller fast shrapnel things and do damage to the enemy.

Now, what was happening to me, the little pebble things smacked into the back of my ship and exploded... Kaput ... dead as a door nail. :)

I'll trying figuring out which of the bombers it was again, I really liked those missiles. :)

Oh, as for the not enough places to get stuff, I've been marching around liberating pirate bases with marines and giving the stations/worlds to my sponsor. Maybe I'll get me some sweet ships and missiles soon. The low level stuff is cool, but the higher tier stuff is going to be a screen of missile goodness I'm thinking. :)
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 09, 2019, 05:00:02 PM
I deleted that save, I was happily testing stuff out and seeing what did what...
Ah, those must be the cluster bombs! Thank you for pointing those details out! It seems they're still launching the bombs from behind the ship... How strange. I'll try to get them to work properly by the next update!
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Supplius Maximus on November 10, 2019, 07:56:26 AM
Is there any way to remove the Girls Frontline dependency? It REALLY doesn't fit with the game, even considering the pink ships.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Crimson Sky Gaurdian on November 10, 2019, 08:18:44 AM
Is there any way to remove the Girls Frontline dependency? It REALLY doesn't fit with the game, even considering the pink ships.
Yes. Just replace the portraits in Girls Frontline with whichever you want.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Supplius Maximus on November 10, 2019, 08:21:36 AM
Is there any way to remove the Girls Frontline dependency? It REALLY doesn't fit with the game, even considering the pink ships.
Yes. Just replace the portraits in Girls Frontline with whichever you want.
I tried but it kept telling me it couldn't find the portrait resource. I put a single portrait from Interesting Portraits, making sure the name was the same, and it kept crashing.

edit: Nevermind, it worked. Thanks for the mod!
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: HereticKannon on November 12, 2019, 10:50:30 AM
This mod looks great! I love the missiles that look like blossom petals swirling around. Definitely going to restart my campaign and give this a try when I get home from work.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: Starareo on November 12, 2019, 11:12:19 AM
Some quick feedback/maybe bugs. On autofire, most of the missile weapons go down to 2 or so shots life in the clip and then only fire after a reload. This is most noticeable in the weapons that fire single missiles such as the Steel Grape and Shooting Star. I am running expanded missile racks, if that has an effect. Also, when I try to load an autofit with Shooting Stars, they are usually replaced with capacitors and vents instead. I have them in my storage/inventory, so they should be installed when the autofit is loaded.
Title: Re: [0.9.1a] Yuri Expedition v.1.01 || Faction Pack || Major Update 11/05
Post by: creature on November 12, 2019, 01:25:33 PM
This mod looks great! I love the missiles that look like blossom petals swirling around. Definitely going to restart my campaign and give this a try when I get home from work.
Glad you enjoyed it! Ah, but if you're looking to start a new campaign with YRXP, you might want to wait a bit - a new update is coming very soon (today in fact)! It won't break your save if you choose to start it now, but among the new stuff is giving the player the base YRXP blueprint on game start, and you'll miss out on it if you're already mid campaign (unless you want to use console commands I guess)

Some quick feedback/maybe bugs. On autofire, most of the missile weapons go down to 2 or so shots life in the clip and then only fire after a reload. This is most noticeable in the weapons that fire single missiles such as the Steel Grape and Shooting Star. I am running expanded missile racks, if that has an effect. Also, when I try to load an autofit with Shooting Stars, they are usually replaced with capacitors and vents instead. I have them in my storage/inventory, so they should be installed when the autofit is loaded.
Thank you for the feedback!

Unfortunately, these seem to be issues with the game AI, which I've mostly left untouched apart from special cases that I could definitely count on two hands. I could say that I haven't set any "CONSERVE" tags on any weapon, and a bunch even have "DO_NOT_CONSERVE" tags. What *might* be happening is that the AI is looking for an opening to use them? For instance, Steel Grape is "ANTI_FTR", so it may be looking for enemy fighters to shoot down. On the other hand, Shooting Star is "STRIKE", which I'm not sure what that means, but vanilla torpedoes have them - which probably means it's looking for "efficient" times to launch the missiles.

On the second question, I'm not sure how autofit works, unfortunately, and haven't touched any AI code that might be related to it. I could only guess at why it's doing what it's doing - the LCM is pretty heavily skewed in its stats. 12 OP for a small mount that has high alpha/low sustain... maybe the AI just thinks it's a terrible weapon you shouldn't waste your time with? I don't really know. I also don't use autofit myself, since I like to fiddle with my own ships...
Title: Re: [0.9.1a] Yuri Expedition v.0.02 || Ship and Weapons Pack || Updated 10/28
Post by: Innominandum on November 12, 2019, 02:46:02 PM
Release 0.02
The Great Leap Forward
Major Update 1.01
Major Understatement ... Clap Clap ... Underrated
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: creature on November 12, 2019, 06:53:44 PM
Update 1.4.0
Stories in the Eastern Fringe
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.4.0.zip)

(https://i.ibb.co/XYWHv13/mvt-sml.jpg)




I. New Features

- Added compatibility with the mod, Commissoned Crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0), by Techpriest! It is not a requirement, but if you have the mod you can obtain this unique faction trait if you are commissioned by the Yuri Expedition:

Spoiler
(https://i.ibb.co/ZVNXZ5V/yrxp-yuri-commission.png) Flowers of the Snowfield

Yuri crews have a strange elan that allow them to work together in perfect synchonicity. As such, not only is maximum CR increased to 100 percent, but peak operating time is also increased by 50 percent and CR decay is greatly reduced. On the other hand, this same camaraderie translates into shock when losing crew members. CR is degraded when losing crew members from hull damage.

During combat, combat effectiveness is greatly increased when fighting at 60 percent CR and above. Conversely, when crew morale breaks - 30 percent CR, this ship will immediately retreat from the battlefield and will be unable to be commanded otherwise.

**Known issue - there seems to be a possibility of the mod NOT automatically granting your ships their commissioned crews when entering a market. If this happens, go into your ship editor and install the "Commissioned Crews" hullmod and it will correct this issue. You can then remove the Commissioned Crews hullmod afterwards.
[close]

- As requested when you start a new campaign with Nexerelin, you will be given the basic YRXP blueprint package!

- Two special NPCs added to Caparice! They don't do anything yet, but they will in the coming updates. And speaking of Caparice, I also adjusted the world initializer so that it starts as a size 6 market - allowing it to show a larger number of ships in its marketplace (so ship hunting isn't as painful).

- Two new story missions! These show some of the interactions between the Yuri and the rest of the sector. Lore abounds! Though one of them is actually a thinly veiled showcase of the new set of skins...



II. Ship Updates

- Here is a new line of skins with their own unique modification to the standard models!

Task Force Mikina
Gameplay video of their special showcase mission:
https://www.youtube.com/watch?v=MQ2Luuqp1JM

*They are not a sub-faction. Just a series of new ship skins (and 1 new ship) with different loadouts.

Ships:
Spoiler
[Corvette] AE-522 mod.MKN "Yousei"
by Axlemc131 (recolored)
(https://i.ibb.co/YdfYTDZ/yrxp-missile-frigate-mikina-sample.png)



[Carrier] IW-365 mod.MKN "Koakuma"
by HELMUT (recolored)
(https://i.ibb.co/wWrj0Ks/yrxp-SKIN-light-carrier-mikina.png)



[Sapper Ship] MKN-X1 "Koppepan"
by Axlemc131 (recolored)
(https://i.ibb.co/1Ts77M5/yrxp-sapper-makina.png)



[Destroyer] AE-600 mod.MKN "Jashin"
by Tartiflette(recolored)
(https://i.ibb.co/3BKmyYt/yrxp-destroyer-makina-sample.png)



[Heavy Destroyer] AE-611 mod.MKN "Tenshi"
by Archibalde(recolored)
(https://i.ibb.co/phTCzqC/yrxp-guardian-makina-sample.png)



[close]

The task force in action:
(https://i.ibb.co/xDcf5pj/sapper-ship-sample.gif)
(https://files.catbox.moe/ddu68e.gif)

- And, of course, the ship teased in the header! It's currently only available in its special mission since I have been unable to reach out to the author of the IBB mod so either that comes first, or I learn how to script quests and NPCs on my own comes first, will be how it will be introduced to the campaign. But here it is! I'm proud to present:

Spoiler

[??] [REDACTED]
by Axlemc131 (recolored)
(https://i.ibb.co/R3kK9zB/yrxp-mivit-sample.png)

[close]



III. Weapon Updates

- The line of Yuri battle cannons have received an update with the addition of their LARGE sibling! There are a few effects in play now:
(https://i.ibb.co/16DzCnL/yrxp-small-cannon-hardpoint-base.png) (https://i.ibb.co/cYzxPVs/yrxp-at-gun-hardpoint-base.png)(https://i.ibb.co/QrczwvF/arty41.png)

- New MEDIUM danmaku cannon! Because we haven't reached peak bullet hell just yet.
(https://i.ibb.co/zfdGz7Z/dankmaku19.png)

- Plus a new hullmod, Advanced Ballistics Computer, which is the ballistic version of Advanced Optics - except it gives a malus to flux efficiency instead.
(https://i.ibb.co/tztw2xz/yrxp-ballistics-computer.png)

And a lot more!



IV. PSA

- From this point forward, YRXP will be using the same version numbering that Version Checker uses. Here's a guide as to what the numbers mean!

(https://i.ibb.co/4tmKsVC/yrxp-update-guide.jpg)
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: Starareo on November 13, 2019, 07:57:11 AM
Autofit is just for loading a template to quickly outfit your ships, just saves time. Game is supposed to load whatever you have saved for the template and make no adjustments of its own unless you don’t have the required amount or weapons, but its no big deal, couple extra clicks never killed anyone.

On another note, the ‘tails’ on the Shine Ray that hold the drones look kinda out of place, maybe just add a hangar bay? Completely subjective opinion here, do what you think is best. The Shine Ray's model is also kind of on the small side for a battleship, especially considering that its pretty tanky with regards to hull and armor.

Also, I am getting the version checker notification to update, so that works fine.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: creature on November 13, 2019, 05:06:15 PM
Also, I am getting the version checker notification to update, so that works fine.
That's great to know, thanks!

Autofit is just for loading a template to quickly outfit your ships, just saves time. Game is supposed to load whatever you have saved for the template and make no adjustments of its own unless you don’t have the required amount or weapons, but its no big deal, couple extra clicks never killed anyone.
Huh, is that so? I might take a look then... I might have left some obsolete variants lying around that use too much OP after I adjusted their base ships. Thanks for clearing that up!

On another note, the ‘tails’ on the Shine Ray that hold the drones look kinda out of place, maybe just add a hangar bay? Completely subjective opinion here, do what you think is best. The Shine Ray's model is also kind of on the small side for a battleship, especially considering that its pretty tanky with regards to hull and armor.
It's carrying the drones on tethers because they are, lore-wise, too large to carry otherwise (also why they don't respawn - no autofactory to remake them; ingame that's a 999 second replacement time). It's also a general theme of the YRXP to have generally smaller ships than most, with less hull and more armor/speed to compensate for terrible/lack of shields.

That said, since you specifically flagged it, I will take a look at how the Shine Ray fares against its contemporaries and possibly make adjustments if necessary.

Thank you for the feedback!
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: solardawning on November 13, 2019, 08:27:11 PM
Hi creature,

I'm loving your mod. The super ship missile destroyer is one of the fastest-paced, bullet-helliest ships I've seen anyone make in Starsector to date. Good job! It's a great contribution to Starsector and the modiverse as a whole.

I'd like to mention a few points of feedback on ship stats that felt weird or out of place;

1: All of your destroyers are base burn 8.
-In vanilla starsector, destroyers are base burn speed 9, unless they also have the Civilian Hull built-in hullmod, in which case they're 8. (That hullmod allows the player to install Militarized Subsystems to remove the debuffs, improving burn speed to 9).

Seeing all your destroyers at 8 felt strange, because they're the same burn speed as your cruisers- it blurs the lines between the ship classes. You may wish to up the burn rate of your military destroyers (the 611 and 656's?) to 9, and on the others (which seem to be freighter conversions or other odd slapdash ships) add Civilian Hull instead.

2: Most of your ships have extremely high Peak Performance Time. I'm getting that it seems to be a faction particular perk of your mod, but it's so out of whack with vanilla content that it seems really strange, and it's not really explained to the player why it's so high.
Generally in Vanilla, frigates are 180-240, destroyers are 360-420, cruisers are 480-540, and capital ships are 600-720.
You've got destroyers at 600, a cruiser at 800ish, a capital ship at 1300ish, etc.

It's cool to have higher PPT be a feature of your faction, but I'd suggest implementing it in a way that makes it very clear to the player, such as:
-Set each base ships PPT to a value within the norm for vanilla
-Add +60 PPT to the faction built-in hullmod that you have on every ship, and put that in the description. That way PPT will show in green as buffed on your ships, and players will know it's a faction perk.

3: Your battlecruiser has the CARRIER tag in hulls.csv. So does your missile destroyer (the 656). That tag affects AI behavior, and so is usually saved for ships that the player would want to stay well away from combat. That might make sense on the missile destroyer, but on the battlecruiser it may in many cases make the AI want to avoid enemies, which would feel weird.

Related: It might also improve the player experience to add the tag "NO_AUTO_ESCORT" to many of your ships with fighter bays or built in wings. That tag tells the AI not to send their wings to escort the player-flown ship, which carriers without it will often do instead of sending them on their own attack missions or using them against their own targets.

4: I see you wrote that you have a custom ship you'd like to someday have as a special bounty or mission reward! That's awesome.
Have you considered integrating it with 'Vayra's Sector' as a High-Value Bounty?
Vayra has made an example mini-mod to show how to set up High Value Bounties- it's pretty simple! Just set up the data right and players running your mod together with Vayra's Sector will see your bounty pop up when the conditions you set (minimum game date, player fleet size, etc.) are met.

Here's a link to Vayra's mini-mod with an example High Value Bounty.
http://fractalsoftworks.com/forum/index.php?topic=16347.msg259773#msg259773

I hope some of this feedback is useful to you! Take what sounds good to you, and drop the rest- you're the mod author, and this is your creative work. Thank you for sharing it!

-solar
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: creature on November 13, 2019, 11:51:15 PM
Hi creature,

I'm loving your mod. The super ship missile destroyer is one of the fastest-paced, bullet-helliest ships I've seen anyone make in Starsector to date. Good job! It's a great contribution to Starsector and the modiverse as a whole.
Thank you very much! It makes me glad to hear people enjoy playing what I enjoyed making!

1: All of your destroyers... add Civilian Hull instead.
Ahh, this is certainly something I forgot! Actually, some super-secret backstage lore: a bunch of those destroyers were cruisers when I first entered their ship_data entries! But when I later compared their sizes with vanilla ships (too late), I decided to set them to destroyers. It looks like I neglected to change max burn when I made the transition. The rest of the newer destroyers then got the same burn since I copied their base stats from the old destroyers :P

2: Most of your ships have extremely high Peak Performance Time... and players will know it's a faction perk.
Comment taken! I did slightly reduce some ships' Peak Time when I added integration for Commissioned Crews. I did keep them above vanilla levels to keep the theme even for players who do not have the mod. However, I like your suggestion to sequester those bonuses to the faction-wide hullmod so it becomes more visible, and I think I'll do just that for the next update!

3: Your battlecruiser has the CARRIER tag in... against their own targets.
Thank you so much for pointing me to this tag! I did not even know this existed and I long noticed that rather annoying behavior of fighters to swarm around friendly ships instead of attacking - I just accepted it as a bad habit of the AI... Rest assured this goes straight into the next update/patch (already slapped them in the moment I read your post, in fact)!

As for the Battlecruiser, Shine Ray, if what I read up about the tags holds true, the CARRIER tag is modified by the COMBAT tag (i.e. Battle Carrier), so it acts aggressively despite being a carrier. And as far as I've observed in simulations, it seems to be acting just about right.

4: I see you wrote that you have a custom ship you'd like to someday have as a special bounty or mission reward! That's awesome.
Have you considered integrating it with 'Vayra's Sector' as a High-Value Bounty?
Vayra has made an example mini-mod to show how to set up High Value Bounties- it's pretty simple! Just set up the data right and players running your mod together with Vayra's Sector will see your bounty pop up when the conditions you set (minimum game date, player fleet size, etc.) are met.

Here's a link to Vayra's mini-mod with an example High Value Bounty.
http://fractalsoftworks.com/forum/index.php?topic=16347.msg259773#msg259773
I'll look into it! For the longest time, I avoided using Vayra's Sector because I somehow came away with the impression that it might not be compatible with Nexerelin at the time I read its OP (quite some time ago)... But looking at it again, it seems to be compatible after all! I'll definitely give it a try, but I'll need to get myself familiar with the mod itself first. For the moment, the new 'boss' ship added in the last update is slated to come to the campaign via an in-mod questline! I'm doing my best to get that to work!

I hope some of this feedback is useful to you! Take what sounds good to you, and drop the rest- you're the mod author, and this is your creative work. Thank you for sharing it!

-solar
It was extremely helpful! Thank you very much!  ;D
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: Starareo on November 14, 2019, 06:15:16 PM
This is definitely a larger undertaking, but in the future, maybe consider adding distinguishing features to the fighters and missiles because the names are kind of daunting to keep track of at first glance.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: creature on November 14, 2019, 06:57:15 PM
This is definitely a larger undertaking, but in the future, maybe consider adding distinguishing features to the fighters and missiles because the names are kind of daunting to keep track of at first glance.

You're right about the names. :o I'll probably do a name cutting pass some time and just relegate the model numbers to the descriptions. It's pretty annoying when it comes to the fighters since the game seems to always but the name of the Hull in front of the LPC, so even if I rename every related fighter to , e.g. Red Skirt, every LPC will be named, Red Skirt (weapon). I'd have liked them to go, for example, Sparklers Red Skirt instead.

Visually though, I honestly don't want to redo the old sprites. I wish I could just add some sort of icon to the inventory image of weapons and LPCs... I mean, I could - but it'd also appear on the weapon image on the ship, haha!  :P
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: Techpriest on November 15, 2019, 12:50:35 PM
Hi, Commissioned Crews author. I love your creative bonus but there seems to be some inconsistency here. It seems you are missing a similar code in your hull-mod that is essential in all of Commissioned Crews hull-mod. Here is a format
                 
Code
    @Override
    public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
                if (!Factions.HEGEMONY.equals(Misc.getCommissionFactionId())) {
                    ship.getVariant().removeMod("CHM_hegemony");
           }
                if (ship.getVariant().hasHullMod("CHM_commission")) {
                    ship.getVariant().removeMod("CHM_commission");
                }
    }

In your mod, if something similar to this was added, it would resolve the issue of having to
Quote
... remove the Commissioned Crews hullmod afterwards.
when installing it and also the issue that you don't lose the hull-mod when you resign your commission.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: creature on November 15, 2019, 02:34:44 PM
Hi, Commissioned Crews author. I love your creative bonus but there seems to be some inconsistency here. It seems you are missing a similar code in your hull-mod that is essential in all of Commissioned Crews hull-mod. Here is a format
                 
Code
    @Override
    public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
                if (!Factions.HEGEMONY.equals(Misc.getCommissionFactionId())) {
                    ship.getVariant().removeMod("CHM_hegemony");
           }
                if (ship.getVariant().hasHullMod("CHM_commission")) {
                    ship.getVariant().removeMod("CHM_commission");
                }
    }

In your mod, if something similar to this was added, it would resolve the issue of having to
Quote
... remove the Commissioned Crews hullmod afterwards.
when installing it and also the issue that you don't lose the hull-mod when you resign your commission.
Thank you very much for reaching out! I was so excited about creating the hullmod that I didn't realize there was some necessary code to put in place! This is certainly getting fixed in the coming patch.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.0 || Faction Pack || Update 11/13
Post by: creature on November 17, 2019, 06:15:02 AM
Patch 1.4.1
Cleaning Up The Mess
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.4.1.zip)

(https://i.ibb.co/6ZNjvjd/eng-bay.jpg)



Constantly adding things at a rapid rate lets dirt and grime accumulate around the corners! So I did some spring cleaning on the data, the balance and the code and my what a lot of dirt!

I. Fixes

- First off, I've added NO_AUTO_ESCORT on all carriers except the Morning Drop. Thanks to solardawning for pointing this out! I hope the fighter wings are acting more efficiently after this patch!

- I forgot to add the high maintenance hullmod on the superships! They're there now.

- I seem to have deleted part of the code in the YRXP commission that tracks if the ship's current CR should already be lower than its HP. This resulted in CR never dropping, even past Peak Performance time (oops). Also, it seems there are some new, interesting mods floating around that can regenerate hull(!? I didn't even know healing was possible. Hmm...) But this fix also makes it so that even repairing hull won't recover CR (recover CR... hmm...)

- I forgot to change the cost of Minimal Armor Package after ripping it off from SCY! Silly. Rebalanced it along the way because why not?

- Weapons missing descriptions have been given some.

- Some possibly critical errors in the backend scripts have been corrected, many thanks to Alex who pointed them out before they spiralled out of control!



II. Rebalance and other changes

- Portrait Packs Requirements: Starting from this patch, Girls Frontline Portrait Pack is no longer a required mod! It is, still, a recommended mod, however, along with VJNL's Azur Lane Portrait Packs (https://fractalsoftworks.com/forum/index.php?topic=17251.0;topicseen)! And speaking of which, the latter has given me permission to integrate some select portraits to use as for Caparice Trade Co. Portraits! So if you're reading this, thanks VJNL! ;D

**IMPORTANT**: That said if you already started a game where you used Girls Frontline Portrait Pack, you MUST KEEP THAT MOD. Because the portraits have already been initialized and such. However, if you start a new game, GFL Portraits are no longer required (but are great to have).

- Peak CR Changes: All ships' Peak CR adjusted to roughly vanilla equivalent. Lore-wise, this means that the CR bonuses aren't really tied to the ships but the Yuri crew - as my headcanon says they should be (I highly recommend Commissioned Crews mod to get full effect!). I even threw around the idea of adding an effect to the base Yuri Doctrine hullmod that reduces base CR if the ships don't have Yuri crew - the ships being too cramped for big burly human spacers, but decided against it for now since that feels a bit jank and I don't want to artificially limit players to only using the ships if they are under YRXP commission.

Maybe I'll think of something more interesting down the line!

- Stats Overhaul: Next, and this is big - all of the ships and weapons have been revisited for a readjustment of stats and OP costs and caps. Most ships, for instance, have been given reduced OP and the assumption is, if you don't want to do some special tricks (more on that below), you will probably be leaving empty caps or vents and even entire weapon slots. So don't worry about it and specialize your ships! That is, after all the theme of this faction!

- More specifically, all missiles have been given a pretty significant overhaul. First, the general:

-- All have been given more realistic refire times. I've actually long noticed how expanded missile racks effectively double the VLS tubes of some (most?) weapons, which is silly! So, while fixing that, I also decided on an overriding philosophy to the standard Yuri missile catalogue: You have a good 5-10 salvos (depending on size and weapon type - bigger weapon = more salvos, better weapon less salvos) at maximum firepower. After that, lengthy reload times will cut your sustained firepower by 75% or so percent. That still gives expanded missile racks a significant place in the faction, but nothing quite so crazy!

-- Now, onto specifics: The basic sparklers and sticker missiles have been given better tracking AI (no more chasing after shadows for the sparkler, and the sticker can now, finally, hit the side of a barn!) As a result, they've become quite a bit more effective and so, their costs were shifted up. Steel Grape SAM has also been given a better SAM AI, which now actively tracks fighters, instead of just shooting at ships 80% of the time (silly!).

- DP Changes: So the Yuri are supposed to be outnumbered in the sector, and so they rely on few, specialized ships to carry the day. Thus, I have adjusted their deployment points to reflect this - their frigates cost about as much to deploy as some destroyers; destroyers - cruisers, and so on. Some power level adjustments, basically. And I actually just noticed while going through these that I must have copied the deployment cost of the Aegis Cruiser... to the Fleet Carrier. Sorry about that... that must have made for some crazy fleet compositions. :o But unfortunately, this will be the last time you'll be seeing those.

- Name Changes: And lastly, as mentioned earlier, ship and weapon all names have been stripped of their designation codes, and have been transferred into their descriptions instead. I hope the catalogue will be easier to understand from now on!



III. Minor additions

- Some new hullmods! I thought I'd make them when I was rebalancing all the ships. You'll probably find out why once you find them in-game!

(https://i.ibb.co/2hTNY9s/yrxp-amenities-to-weapons.png) Commandeered Amenities Facilities

(https://i.ibb.co/tBmxWzF/yrxp-expanded-ordinance.png) Expanded Ordinance Bays

(https://i.ibb.co/FJGWKMk/yrxp-spa.png) Shipborne Spa

- And finally, I want to introduce one new "weapon" mechanic that is more of a proof-of-concept than anything. But before that, you might wonder why there is a picture of an Onslaught bullying a Condor in the update header?

The answer's in that eerie green glow!

Those are actually the new small weapon slot:

(https://i.ibb.co/TRPRzmn/cover-hardpoint-yrxp-medium.png) Engineering Bay : Ballistic. 6 OP Cost. Does not fire. Instead, repairs the armor around its local area. This small weapon repairs something around 2 armor points per second.

The idea came to me when I found the HullMods Expansion mod and learned that HP can be healed! So I looked into a fun way to heal armor. It turns out that there is! So, the MOST imporant part to know here is "LOCAL AREA". That is to say, the engineering bay will only heal the armor around it! Isn't that cool!? I didn't even know armor worked this way! But it seems that grid at the bottom left is the actual implementation of ship armor! So to remotely understand what the weapon does, we need to look at the grid:

(https://i.ibb.co/G7g9SrT/armor-grid.jpg)

So, the weapon is located somewhere on that grid. And every second, it will heal the square where it exists. Or at least, that's how it started - until I realized how tiny that square actually is. So I had the repair effect diffuse 2 squares out and that felt just about right. That said, the repair speed is snail-paced, so don't expect to tank hard with a frigate. You'll probably need... 100 seconds? To repair some badly damaged armor. Honestly, I haven't tested it much, so I was hoping on getting some feedback on this newfangled little toy!

...but why is it ballistic? Well, I was testing it with YRXP so... in any case, it should be trivial to make an energy version since the code is already in place! In fact, a med and large version is already possible, but I just didn't want to make them yet.



One last thing, this patch is intended to be foundational for the new stuff that's coming in the next big update (promise, no more breaking saves until Starsector itself updates!). Here's the sort of thing you can expect coming (unavailable in this patch!):
(https://i.ibb.co/rFqsD4D/teaser.gif)
Title: Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
Post by: Crimson Sky Gaurdian on November 17, 2019, 10:27:38 AM
Something I was playing around with that might interest you was the idea of having armour (and maybe hull) regeneration as a defensive system (read: in place of a shield or phase system, not as an actual "this will defend me" thing), although I haven't looked into if it's possible AI-wise.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
Post by: VJNL on November 17, 2019, 12:02:34 PM
I like it, tried the missions, it was pretty chaotic.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
Post by: solardawning on November 17, 2019, 01:08:50 PM
Nice update! The fixes, improvements, and tuning all sounds great.

One quick note on things I saw in a new campaign today:
1: Scorched Lily still has a burn speed of 8
2: Scorched Lily's default loadout uses 162 OP, but it has a maximum OP of 150 now. (it's 12 over budget).

Hullmod notes:
Minimal Armor Package: It's still amazing, but far less gamebreaking on cruisers and capital ships now. Giving large ships destroyer-level mobility was way too good.

Commandeered Amenities: I like this one a lot. The -10% CR penalty hurts (as that takes away a 5% bonus to effectiveness from very high CR), so the penalties are always going to be meaningful- which is exactly what you need when you add a hullmod to add extra OP. I expect I'll find myself using this one a lot to squeeze in just one more hullmod or one more gun that makes or breaks a ship build... but at the same time, I'm probably giving up more from losing the speed, weapon damage, and shield efficiency bonuses from high CR. Good! If players have to think about using a hullmod, then you've probably got the balance in the right ballpark.

Spa: Love the flavor on this one. I'm not going to use it with Yuri crew... but if I wasn't using commissioned crews, I very well might.

Weapons:
Engineering Bay: OK, I found this one pretty awkward. I absolutely adore the idea of it, and the effect of repairing the local area on the armor grid.
However, it's very difficult to use on many Yuri ships, due to a lack of ballistic slots, and a lack of slots distributed around the ship hulls.
Which is to say, in many cases, the player can only get the repair in specific spots.
It's more usable on many vanilla ships than it is on Yuri ships. (Which can also stack/overlap some armor regen in locations with lots of small ballistic slots)

This is a case where I'd honestly suggest turning it into a hullmod. Something like:
Engineering Bay -
OP cost 8/15/20/30
Increases crew requirements by 5/15/30/60
Repairs the currently most damaged armor cell on the ship by 2/4/6/8 per second, and cells around that one by 1/2/3/4 per second.

That way all of your ships could make good use of it, without consideration for ballistic weapon slots and their locations.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
Post by: Crimson Sky Gaurdian on November 17, 2019, 01:32:22 PM
This is a case where I'd honestly suggest turning it into a hullmod. Something like:
Engineering Bay -
OP cost 8/15/20/30
Increases crew requirements by 5/15/30/60
Repairs the currently most damaged armor cell on the ship by 2/4/6/8 per second, and cells around that one by 1/2/3/4 per second.

That way all of your ships could make good use of it, without consideration for ballistic weapon slots and their locations.
No no no: Stick it on a fighter (and make it effect other ships)!
Title: Re: [0.9.1a] Yuri Expedition v.1.4.1 || Faction Pack || Patch 11/17
Post by: creature on November 17, 2019, 03:17:29 PM
Something I was playing around with that might interest you was the idea of having armour (and maybe hull) regeneration as a defensive system (read: in place of a shield or phase system, not as an actual "this will defend me" thing), although I haven't looked into if it's possible AI-wise.
Hmm, I haven't looked in that section of the code yet. And I don't have an inkling yet as to what might be a cool idea for it. I'll keep it in mind though!

I like it, tried the missions, it was pretty chaotic.
I'm glad you liked it!

Nice update! The fixes, improvements, and tuning all sounds great.

One quick note on things I saw in a new campaign today:
1: Scorched Lily still has a burn speed of 8
2: Scorched Lily's default loadout uses 162 OP, but it has a maximum OP of 150 now. (it's 12 over budget).
Ah, thanks for pointing that out! I just knew I'd miss something. I can put out another quick patch shortly for that.

Minimal Armor Package: It's still amazing, but far less gamebreaking on cruisers and capital ships now. Giving large ships destroyer-level mobility was way too good.
Great! The original idea behind it was that the speed would be equally distributed to all classes since 50% of all armor is a scaling parameter with size. But then I also considered that capital ships aren't mostly made of armor (maybe except for the Onslaught), so perhaps the bonus isn't that justified, and that Frigates shouldn't t be able to benefit that much either since they don't normally have that much armor anyway. So it turned out as a strange graph that peaks at destroyer level and goes back down with cruisers and finally capitals.

Commandeered Amenities: I like this one a lot. The -10% CR penalty hurts (as that takes away a 5% bonus to effectiveness from very high CR), so the penalties are always going to be meaningful- which is exactly what you need when you add a hullmod to add extra OP. I expect I'll find myself using this one a lot to squeeze in just one more hullmod or one more gun that makes or breaks a ship build... but at the same time, I'm probably giving up more from losing the speed, weapon damage, and shield efficiency bonuses from high CR. Good! If players have to think about using a hullmod, then you've probably got the balance in the right ballpark.

Spa: Love the flavor on this one. I'm not going to use it with Yuri crew... but if I wasn't using commissioned crews, I very well might.
Thanks! The spa was mostly because I felt all existing hullmods revolved around military use. Crews and officers have wants to! Also something for other factions to try out! The Yuri are still out there trading with them, after all!

Weapons:
Engineering Bay: OK, I found this one pretty awkward. I absolutely adore the idea of it, and the effect of repairing the local area on the armor grid.
However, it's very difficult to use on many Yuri ships, due to a lack of ballistic slots, and a lack of slots distributed around the ship hulls.
Which is to say, in many cases, the player can only get the repair in specific spots.
It's more usable on many vanilla ships than it is on Yuri ships. (Which can also stack/overlap some armor regen in locations with lots of small ballistic slots)

This is a case where I'd honestly suggest turning it into a hullmod. Something like:
Engineering Bay -
OP cost 8/15/20/30
Increases crew requirements by 5/15/30/60
Repairs the currently most damaged armor cell on the ship by 2/4/6/8 per second, and cells around that one by 1/2/3/4 per second.

That way all of your ships could make good use of it, without consideration for ballistic weapon slots and their locations.
Hmm... it can work, and it'll probably be more reliable. But it's less quirky! If it happens, I might make it a tad more expensive/give it a few more maluses though, since it's missing the critical limiter in that it can cover all your ship by itself; possibly making the weapon versions redundant.

And you're absolutely right in saying there are few ships in YRXP that can make good use of this 'weapon' (for good reason). But it seemed like a really cool idea and so it just happened. In the future, I'm thinking of making versions for all bp's, with different color schemes to fit with the design (i.e. orange for lowtech, yellowish for midline - The current art is just the turret cover recolored anyway).

No no no: Stick it on a fighter (and make it effect other ships)!
This is a bit more complicated since I think the SUPPORT tag AI has more to do where the enemy is rather than which ship needs repair (and why would it since there's no such function in vanilla). Maybe I'll revisit it once I've dabbled a bit more into fighter AI.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Minor Patch 11/18
Post by: creature on November 17, 2019, 06:44:40 PM
Minor Patch 1.4.2
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.4.2.zip)
Just some quick fixes for 1.4.1, plus some items I forgot.



I. Hotfix
Thanks to solardawing for pointing out that I completely skipped over the Scorched Lily! Those items he pointed out are now fixed!



II. Additional Rebalancing
Missed an item in my to do list with patch 1.4.1 which was to rebalance the fighters and bombers. In particular, three LPCs were affected:

1. Valkyrie Strike Fighter - Cost 25 OP -> 30 OP. Tearstorm missiles raised ammo count to 8 but NO LONGER RELOAD.

2. Fleeting Breeze LCM - 28 OP cost. 4 Shooting Stars per plane -> 3 per plane. 1 on each wing and 1 on the undercarriage.

3. Fleeting Breeze Heavy Torpedo - 32 OP cost. 4 Dreamlands per plane -> 3 per plane. 1 on each wing and 1 on the undercarriage.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
Post by: HereticKannon on November 20, 2019, 07:01:48 AM
I've been playing with your mod for the last week, and I must say these are some of the most fun ships I've had the pleasure of using in Starsector.

As much as I personally don't like to see nerfs, I think the decision to bring the sustained fire of the missile launchers a bit more into line with higher max but slower regenerating ammunition was a good decision. I was finding that I could out attrition just about any enemy that didn't have superior numbers to surround me or longer range weapons (typically beams). The new tweaks will make keeping expanded missile racks pretty much a necessity, but that's probably a good thing as lots of missiles is sort of their thing. Plus more missiles are fun.

Seems like the Scorched Lily was brought back down to Earth, so to speak. Almost doubled the flux per shot on the main gun and nearly tripled the refire time. I guess it was pretty bananas before, and it's still a really good ship. Sad to see though as the fireworks cannon was so damn fun.

Starting over now with the new changes to see how they perform. I'm enjoying the mod, there are some truly unique ships in the roster. You're doing great work and I sincerely appreciate the effort you're putting in here.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
Post by: creature on November 20, 2019, 05:04:18 PM
I've been playing with your mod for the last week, and I must say these are some of the most fun ships I've had the pleasure of using in Starsector.

As much as I personally don't like to see nerfs, I think the decision to bring the sustained fire of the missile launchers a bit more into line with higher max but slower regenerating ammunition was a good decision. I was finding that I could out attrition just about any enemy that didn't have superior numbers to surround me or longer range weapons (typically beams). The new tweaks will make keeping expanded missile racks pretty much a necessity, but that's probably a good thing as lots of missiles is sort of their thing. Plus more missiles are fun.

Seems like the Scorched Lily was brought back down to Earth, so to speak. Almost doubled the flux per shot on the main gun and nearly tripled the refire time. I guess it was pretty bananas before, and it's still a really good ship. Sad to see though as the fireworks cannon was so damn fun.

Starting over now with the new changes to see how they perform. I'm enjoying the mod, there are some truly unique ships in the roster. You're doing great work and I sincerely appreciate the effort you're putting in here.
First of all, I just want to remind that, if your last save was made on at least v1.01, you don have to make a new save. No crashing! Though you might need to adjust your fleets and loadouts, especially OP-wise, as soon as you load in. I do admit there are a handful things that can't be resolved without a new save - one off the top of my head being the change of Caparice starting out at Size 6 for a larger marketplace, but they are quite minor.

I also ran into that issue of battles getting a bit too easy when I started a (very short) campaign to take the mod for a real spin against the rest of the sector, which founded the basis of this rebalance pass. At the moment though, it meant that almost all YRXP missiles have no potential for sustained fire. So now, I'm making a new line of missiles and rockets that are the reverse of the current lineup - very low burst fire and/or long refire rates, but with quicker ammo replenishment rates. Ideally, a standard Yuri ship will be equipped with a bit of both for a balanced damage profile.

And I'm glad to know you enjoy you're having a good time! You can look forward to a fun update coming up! (still no need to make a new save!)
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
Post by: Starareo on November 20, 2019, 06:16:20 PM
Please, I'm praying for a medium kinetic missile to replace my Steel Grapes, although they totally deserved a nerf.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
Post by: creature on November 20, 2019, 07:29:33 PM
Please, I'm praying for a medium kinetic missile to replace my Steel Grapes, although they totally deserved a nerf.
Oh, about the Steel Grape - they aren't actual kinetic missiles. Sure, the main warhead does the listed kinetic damage -if it, itself, hits-, but the submunitions are all Fragmentation. I should probably make a note about that... I heard you about medium kinetic missiles, though! Or, perhaps, rockets?

Just a sidenote - I intend to keep the kinetic missile lineup to be few and far between, not only because they are far too effective against shields, something which should be a weakness for this faction both offense and defense, but lore-wise it also doesn't make sense for the Yuri to develop much anti-shield tech when they didn't even know it existed until getting isekai'd into the sector. So for the most part, their kinetics are relegated to their ballistic artillery, because coincidentally, cannons fire kinetic rounds.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
Post by: Starareo on November 21, 2019, 04:38:54 PM
Yeah, the Steel Grape weapon card list them as fragmentation, I remember it was kinetic previously, could be wrong. The lore reason for lack of kinetic missiles does make sense now that you mention. Excited to see what else is in store tho!

Also, the Onsoku Battle Cannon specifically does kinetic damage, but is listed as anti-armor. Don't know about anything else, but probably worth a look over.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
Post by: creature on November 21, 2019, 07:50:03 PM
Yeah, the Steel Grape weapon card list them as fragmentation, I remember it was kinetic previously, could be wrong. The lore reason for lack of kinetic missiles does make sense now that you mention. Excited to see what else is in store tho!

Also, the Onsoku Battle Cannon specifically does kinetic damage, but is listed as anti-armor. Don't know about anything else, but probably worth a look over.
Ah, thanks for pointing that out! It's yet another thing I missed! But given it's so minor, I could just push to along with the next update.

And believe me, I'm just as excited to show the stuff I've got in store as you are to see them! Maybe even more!

But I can't! It's far too early!

So as a compromise, here's another little teaser for what's in the works:

Spoiler
(https://i.ibb.co/9rMBfsd/teaser2.jpg)
[close]
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
Post by: Starareo on November 22, 2019, 07:10:27 AM
Oh boy, looking to Touhou up in here. I like how the ships have to be built more specialized now, my Angel Wings can either be pure bomber, or fighters + missile saturation, instead of everything at once lmao.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.0 || Faction Pack || Update 11/25!
Post by: creature on November 24, 2019, 09:07:22 PM
Update 1.5.1
Sound and Fury
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.5.1.zip)

Important: If you are upgrading from 1.4.2 or below, and have the IW-700 Angel Wing in your fleet, please [STRIP] it before updating.
This update reduces its fighter bays to 5 and your 6th might disappear and be irrecoverable.
*Note: Patched to 1.5.1

(https://i.ibb.co/zScpkL0/header-lotus-blossom.gif)

This update adds a lot of visual effects to new and existing weapons. As a result, battles may slow down a bit if you deploy the affected weapons en-masse.
On the bright side, that gives you more time to take in the view!
(I might add a setting in the future where you can toggle some off.)




I. New Features

- Added Compatibility to Vayra's Sector (https://fractalsoftworks.com/forum/index.php?topic=16058.0) - High Value Bounty! Struggling hopelessly with the event system has led me to despair, and so I've put most of those plans on hold and added 'her' to the High Value Bounty list! Big thanks to Vayra for the really helpful sample project for adding a bounty!

Spoiler
(https://i.ibb.co/MsLJjyW/mimi-censored.png)
(https://i.ibb.co/0KbkgNJ/yrxp-mivit-sample-180.png)
Information:
Pocket Battlecruiser - class ship
Heavily Armed
Does not appear until at least Cycle 209 (see special mission for lore - dates revised)
[close]

Unfortunately, I haven't the time to float around and wait for the bounty to spawn to test her out, but if you meet her, I'd love to hear how it goes! I also don't know if the whole High Value Bounty System (or Vayra's Sector, for that matter) is compatible with an ongoing game that doesn't have it yet. To be sure, Vayra's Sector will NOT be a requirement and the mod DOES work without it (but no bounty, of course).

- Added extensive use of GraphicsLib and MagicLib classes for more eye candy! Some of your favorites might have been given a touch-up, so check them out!

Guess which this one is, for example:
Spoiler
(https://files.catbox.moe/kwov9m.gif)
[close]

- Added some new commodities and structures to Caparice! Unfortunately, you'll only see them if you start a new game but don't worry - they're only for flavor and have minimum gameplay effect.

(https://i.ibb.co/qW0mSPP/yrxp-cd.png)(https://i.ibb.co/BqLF0wP/yrxp-fashion.png)
(https://i.ibb.co/R0zYGgp/yrxp-clothing.png)
(https://i.ibb.co/St066Cj/yrxp-stadium.png)



II. New Ships

This update adds three ships to the Yuri armada! Let's take a look:
IW-701-S "Seraph Wing" Fleet Carrier
(https://i.ibb.co/DMnPrC7/yrxp-fleet-carrier-2.png)

This modernized Angel Wing, lovingly painted with a Sariel decal, has improved armor and top speed! Furthermore, it has 4 medium missile mounts instead of 2! In exchange it only gets 4 fighter bays and has worse deceleration and turn rate. However, the Seraph Wing also gets a new ship system to replace the older's Maneuvering Jets:

https://www.youtube.com/watch?v=M2ytmCh9hns

The "Wingbeat ADS" (renamed post-video) turns the Seraph Wing a full 180 degrees, allowing it to circumvent its terrible turn rate and accelerate away from danger! Further, it floods the area with flares, missiles and interceptors to ward off any pesky torpedos that might give a chase - for a while. It has a very long recharge time, however. As a part of a rebalance, the old Angel Wing has also been given similar statistics - fast top speed and accel but bad decel and turn speed - i.e. it sort of behaves like a plane, but in space.

OE-360 "Whispering Grass" Signals Ship
(https://i.ibb.co/qg0HfVC/yrxp-signal-ship.png)

The nerds scientists at Alto Research Labs have done it again. This time it's a support ship that imparts invaluable bonuses to have in any YRXP fleet! But more impressive is it's special ship system:

https://www.youtube.com/watch?v=fohz2wTENJg

And lastly,
AE-641 "Lotus Blossom" Destroyer (modules not visible)
(https://i.ibb.co/rQ3Tht8/yrxp-gun-destroyer.png)

Something close to a conventional destroyer with lots of hybrid guns on its very obvious weapons platform. You can see it in action in the header! Not pictured is the pair of light modular armor on both sides, and a modular(!) shield bolted on the flat portion of the nose. Why the hybrid mounts on a faction mainly focused on missiles, you ask?

Well...



III. New Weapons

- OE-84 Homing Laser
(https://i.ibb.co/cDLtdX6/yrxp-hl-med-hardpoint.png)(https://i.ibb.co/pZ1YwWm/yrxp-hl-small-hardpoint.png)

Introducing YRXP's first real energy weapon! Of course, the Yuri don't live in a bubble, and after acquiring their first energy weapon from the sector, they soon tried to make their own! Comes in MEDIUM and SMALL. Let's look at it in action:

Spoiler
(https://files.catbox.moe/uyz7f2.gif)
[close]

Of course, there would be no point in having an energy weapon if no ship can mount it, so part of this update is turning a lot of BALLISTIC mounts on all YRXP ships into HYBRID (with older, lower tech ships having less and newer ones having all or almost all hybrids)

- IE-20 "Fireweed" Chainmine
(https://i.ibb.co/ByCJmHp/yrxp-chainmine-med-hardpoint.png)(https://i.ibb.co/6gTGr4V/yrxp-chainmine-small-hardpoint.png)

This dastardly weapon is right about what the name says - a line of bombs tied to a wire and attached to a roller which lays them out on the field. Makes exceptionally pretty lightshows. Comes in MEDIUM and SMALL. A quick look:

Spoiler
(https://files.catbox.moe/7myzuj.gif)
[close]

Note: The rollers are inert and can bounce off shields and stuff. They can also "go into" the shields, because physics.

- IE-35 Whistle Rocket
(https://i.ibb.co/G7dDYX2/yrxp-large-fireworks-hardpoint.png)(https://i.ibb.co/5BYkGgL/yrxp-vls-turret-fireworks.png)

What look like normal fireworks are actually chaff dispensers (just roll with it). Apart from leaving dirt in sensitive joints (emp damage), and bouncing radar waves all over the place (missile damage), they also look pretty, which distracts the crew (no real effect). Comes in LARGE and SMALL

Does insignificant damage, but is part of the new line of "pressure" missiles (including the homing laser above) that, instead of delivering massive burst damage at once, instead have large ammo stores and quick reloads, but very slow launch cycles, allowing you to keep firing non-stop (almost - they still run out of ammo eventually, and the net effect is a ~50% reduction in total firepower, as opposed to the 75+% of normal YRXP missiles). Let's take a look:

Spoiler
(https://files.catbox.moe/9md9o2.gif)
[close]

- MEDIUM and LARGE versions of the Engineering Bay, introduced in a previous patch:

Behold, the Dominator that can:
https://www.youtube.com/watch?v=gzo0iAeZ5Ag

- Stuff NOT made by the Yuri

(https://i.ibb.co/ypMsv9V/yrex-large-rocket-sample.png)

This will be the first of (hopefully) a bunch of "common" weapons that, lore wise, are developed by Yuri trading partners, pirates aiming to attack the Yuri, etc. The one above is available for the "low_tech" BP.

- And more! Look in the game to find out!



IV. Rebalance and other changes

- As noted above, the Angel Wing's fighter bays have been reduced from 6 to 5. Its deployment cost is also reduced from 40 to 36.
- Red Skirt Interceptors have been stripped of Sparkler missiles and were instead given new AAMs that seek out enemy fighters.
- Flowers of the Snowfield's Max CR bonus was reduced by 10% - the maximum without other bonuses is now 90%, to allow the Ship Spa some use in a YRXP fleet. Or those character skills that add CR.
- The side missile mounts of the Scorched Lily were corrected - they are now MEDIUM mounts, instead of LARGE, which came about because the hull was copied off the White Frills.
- The OP bonus from Expanded Ordinance Bays is now equal to cost of Expanded Missile Racks... as originally intended, but I got the numbers wrong for some ship types. Also, using Expanded Ordinance Bays now also increases the damage received by your weapons (unsafe ammo stowage).
- Hotfix: Fixed a crashing issue caused by the ModPlugin when installing YRXP into a game save that DOES NOT have YRXP installed yet.
Title: Re: [0.9.1a] Yuri Expedition v.1.4.2 || Faction Pack || Hotfix 11/18
Post by: creature on November 24, 2019, 10:15:33 PM
Oh boy, looking to Touhou up in here. I like how the ships have to be built more specialized now, my Angel Wings can either be pure bomber, or fighters + missile saturation, instead of everything at once lmao.
Touhou is great, isn't it? Certainly my inspiration for a bunch of the weapons here!
Title: Re: [0.9.1a] Yuri Expedition v.1.5.0 || Faction Pack || Update 11/25!
Post by: creature on November 24, 2019, 10:37:43 PM
**IMPORTANT**

If you have downloaded 1.5.0 BEFORE this message was posted, and you are having the issue below, please redownload, I have added the following hotfix:

- Fixed a crashing issue caused by the ModPlugin when installing YRXP into a game save that DOES NOT have YRXP installed yet.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.0 || Faction Pack || Update 11/25!
Post by: Valikdu on November 25, 2019, 03:47:37 AM
Starsector crashed and pointed to an error in yrxp.faction:

Code
"yrxp_aegis_cruiser_2":10,,
"yrxp_signal_ship_std":8
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Update & Hotfix 11/25
Post by: creature on November 25, 2019, 04:37:45 AM
Starsector crashed and pointed to an error in yrxp.faction:

Code
"yrxp_aegis_cruiser_2":10,,
"yrxp_signal_ship_std":8
Ahh! I'm really sorry, I screwed up with the hotfix. Please download this patch instead:

Download 1.5.1 (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.5.1.zip)

Or if you don't want to redownload the whole thing, just copy this folder inside YRXP to fix the error:

Download just the fix (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/yrxp_patch.zip)
Title: Re: [0.9.1a] Yuri Expedition v.1.5.0 || Faction Pack || Update 11/25!
Post by: Mr. Nobody on November 25, 2019, 06:28:07 AM
I'm so going to hell for this
So, when can we expect the Neos Engineering Enforcer TroopS and the West End Armor Building Ordnance OperativeS subfactions?
Title: Re: [0.9.1a] Yuri Expedition v.1.5.0 || Faction Pack || Update 11/25!
Post by: Starareo on November 25, 2019, 06:39:12 AM
So I guess the Seraph Wing is supposed to be more direct combat based with the extra missile slots, while the Angel Wing is straight airspace superiority with relatively minimal weapons? I do tend to pack it with 6 bombers lmao.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.0 || Faction Pack || Update 11/25!
Post by: creature on November 26, 2019, 01:10:06 PM
I'm so going to hell for this
So, when can we expect the Neos Engineering Enforcer TroopS and the West End Armor Building Ordnance OperativeS subfactions?
Ha!

I'm considering, maybe at least, a submarket, to add just 1 more marketplace. I think the size adjustment is getting there, but it's still pretty painful to find the rarer ships.

So I guess the Seraph Wing is supposed to be more direct combat based with the extra missile slots, while the Angel Wing is straight airspace superiority with relatively minimal weapons? I do tend to pack it with 6 bombers lmao.
Uhh, I guess you could say that? But well, the Seraph Wing was intended to be a straight upgrade with some compromises!
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Update/Hotfix 11/25!
Post by: Starareo on November 27, 2019, 06:48:26 PM
I've noticed a small issue. When I talk to the commodities trader about requests and stuff, even if I don't ask to know more details, I still get the mission but as a result have no idea what I need to obtain/do. Actually, I also don't get an entry in the intel screen, so I can't even look up the details.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Update/Hotfix 11/25!
Post by: Fwiffo on November 27, 2019, 08:41:08 PM
There's a bug with the mod's trade commodities. I bought some pop singles and xenofashion off Caparice station, went to a Tri-Tachyon station, sold them for 240, then immediately bought them back for 90, and then sold it again for 240 - this cycle can be repeated endlessly, giving you money each time, without even leaving the station.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Update/Hotfix 11/25!
Post by: creature on November 28, 2019, 01:25:25 AM
There's a bug with the mod's trade commodities. I bought some pop singles and xenofashion off Caparice station, went to a Tri-Tachyon station, sold them for 240, then immediately bought them back for 90, and then sold it again for 240 - this cycle can be repeated endlessly, giving you money each time, without even leaving the station.
Thank you very much for reporting this bug! That's quite strange since it seems to work okay when I was trading 1 piece at a time, but when I moved entire stacks, I replicated this issue! I'm still not sure why, but it seems to be related to my setting the items' base value and export value (when, looking at the mod HMI, it seems their luxury commodities were set without). So I applied the relevant fix (hopefully!) in this patch below. It's just the relevant fix, so please copy and paste it inside your YRXP folder - there is far too many half-finished stuff in my copy that I can't easily upload a full folder anymore!

Download Patch 1.5.2 (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.5.2_patch_only.zip)

I've noticed a small issue. When I talk to the commodities trader about requests and stuff, even if I don't ask to know more details, I still get the mission but as a result have no idea what I need to obtain/do. Actually, I also don't get an entry in the intel screen, so I can't even look up the details.
Ah, please don't mind that. I got burnt out after making so little progress on them that I pushed back my plans for a faction quest and added 'her' to Vayra's Sector High Value Bounty list instead... For the moment, I removed the intel related to the quest so it doesn't "corrupt" player saves for the time I finally make sense of quest-making for Starsector.

But I suppose I should have disabled the rules as well so you didn't have to see that. So I did, also in the patch above.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Update/Hotfix 11/25!
Post by: Fwiffo on November 28, 2019, 02:23:16 PM
Thank you very much for reporting this bug! That's quite strange since it seems to work okay when I was trading 1 piece at a time, but when I moved entire stacks, I replicated this issue! I'm still not sure why, but it seems to be related to my setting the items' base value and export value (when, looking at the mod HMI, it seems their luxury commodities were set without). So I applied the relevant fix (hopefully!) in this patch below. It's just the relevant fix, so please copy and paste it inside your YRXP folder - there is far too many half-finished stuff in my copy that I can't easily upload a full folder anymore!
Unfortunately, the issue hasn't been solver. I'm still able to trade the same goods over and over again after applying the fix.
I've also noticed that pop singles and xenofashion do not appear in market share window at all - could it be related?
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Update/Hotfix 11/25!
Post by: creature on November 28, 2019, 03:41:35 PM
Unfortunately, the issue hasn't been solver. I'm still able to trade the same goods over and over again after applying the fix.
I've also noticed that pop singles and xenofashion do not appear in market share window at all - could it be related?
Hmm... I think I'll have to ask for some help on this one. I might be missing something. Please sit tight for now!
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
Post by: Valikdu on November 30, 2019, 06:41:16 PM
I've set up shop near Kassadar, but I regularly make runs from Caprice to spread the CULTURE.

...and now CTC has taken over Hiigara. I don't know how I feel about this.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
Post by: Starareo on December 01, 2019, 12:11:34 AM
The sound on the Dreamlands could probably be toned down a good amount. They now have a firecracker effect that is also quite strong.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
Post by: Valikdu on December 01, 2019, 08:40:30 AM
Problem: The Seraph Wing will do its flip ability every time a battle starts. I think it triggers the ability just on cooldown.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
Post by: creature on December 02, 2019, 03:44:11 AM
I've set up shop near Kassadar, but I regularly make runs from Caprice to spread the CULTURE.

...and now CTC has taken over Hiigara. I don't know how I feel about this.
Haha! I'm surprised a single world faction could do that. Surely you didn't have anything to do with it, right?  ;D

The sound on the Dreamlands could probably be toned down a good amount. They now have a firecracker effect that is also quite strong.
Thanks for the feedback! I'll adjust the sounds down for the next version, but if they're making it hard for you, you can go into config/sounds.json and search for "yrxp_dreamland_explosion". There should be a volume setting there for that sfx that you can pull down without waiting for the next update!

Problem: The Seraph Wing will do its flip ability every time a battle starts. I think it triggers the ability just on cooldown.
Hmm, you're right. Thanks for pointing this out! I'll set it to a different AI on the next version.

And while I'm here, I suppose I could drop a teaser for what's coming! I've been busy and next update will see a bunch of new ships and I'm not just talking about reskins! Here's a sneak peek of what's on the horizon:

Spoiler
(https://i.ibb.co/qW4vxmt/output.gif)
[close]

Now then, I've got a mission scenario to write!
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
Post by: solardawning on December 02, 2019, 01:06:11 PM
The audio on the homing laser (both small and medium) is very jarring- it's both far louder than other weapon sounds, and seems very out of place. When you have multiple firing, from multiple ships all the time, all you can hear is a horrific cacophony of PING PING PING PING PING...
I thought it was some kind of unintentional placeholder left in, because it sounded like an error message more than anything else.

I love the weapon, but I'd suggest taking another pass at the sound, or just subbing in the pulse laser sound.

Aside from that gripe, I love everything you're doing. The balance passes on the ships, weapons, and hullmods have brought everything into a much better place.
Title: Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
Post by: creature on December 04, 2019, 02:52:30 AM
The audio on the homing laser (both small and medium) is very jarring- it's both far louder than other weapon sounds, and seems very out of place. When you have multiple firing, from multiple ships all the time, all you can hear is a horrific cacophony of PING PING PING PING PING...
I thought it was some kind of unintentional placeholder left in, because it sounded like an error message more than anything else.

I love the weapon, but I'd suggest taking another pass at the sound, or just subbing in the pulse laser sound.

Aside from that gripe, I love everything you're doing. The balance passes on the ships, weapons, and hullmods have brought everything into a much better place.
Thank you very much! I'm glad to hear the balance runs are working out! This coming patch will have more of that - in fact possibly one that will finally fix my #1 balance to do list, thanks to the discovery of some neat API tricks! Also, I heard you, and I've set it about 1/4 of the old volume for the next patch. Hopefully it'll be easier to the ear!

And speaking of the next patch, it's coming very soon (maybe tomorrow)!

So here is the last teaser before the real thing:

I've added 1 new industry - just a proof of concept, like the Engineering Bay idea I did a few weeks ago.

(https://i.ibb.co/bBnS0qT/yrex-crime.png)
Mob-Run
Business District


In what may be a line of crime-based structures (that you can build! unlike the flavor structures only available in Caparice), Mob-Run Business District adds raw income to your colony, at the expense of stability. Furthermore, it demands Drugs, Luxury Goods and Harvested Organs - meaning it can only be built in planets that allow them (free port). And, seeing as it's rather silly for organized crime to take hold on a tiny settlement just trying to survive, there is also a planet size requirement (5+).

And just imagine what it can do when an AI is put in charge...  ???

It doesn't actually have anything to do with the Yuri, but I'm too lazy to make a new mod for it, but as the catalog of 'off-topic' stuff grows, I might separate them into their own mod. I'd long predicted this, since first adding the large rocket in the previous patch, so I've already made preparations for when it happens!


Edit:

Oh, and I should probably announce it ahead of time...

The next patch will retire the AE-752 Stone Mantle from the Yuri lineup.

(https://i.ibb.co/yFnh495/yrxp-aegis-cruiser.png)
It's this one

Its replacement is one of the new ships that will be introduced in the next patch, also of the Aegis Cruiser class. Why is it being retired? Simply, because I no longer like how it looks too much like the Eagle. Recently I'd been wanting the Yuri ships to at least look somewhat different from Vanilla ships; seeing as how, lore wise, they aren't supposed to even be from the same dimension. The freighter and converted destroyer are sort of pushing it in similarity to the Valkyrie but... at least for the moment, I feel their silhouettes are different enough, the destroyer in particular.

Well, I say it's retiring, but... well, you'll see.

In any case, just like before, to prevent crashes, all the data is still there, so if you're really intent on keeping your pink Eagle, you can. But it will no longer available in markets nor in Yuri fleets. But as compensation, the hull's value has been tripled, so you don't lose credits from selling it off.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: creature on December 05, 2019, 02:45:55 AM
Update 1.6.0
Next Generation
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.6.0.zip)

(https://i.ibb.co/KhnbFf5/star-breaker.gif)




I. New Features

- Many new hullmods:
(https://i.ibb.co/9v3tk1c/yrxp-aether-shawli.png) (https://i.ibb.co/BBVkQR2/yrxp-ballistic-shield.png) (https://i.ibb.co/HXwSDpC/yrxp-ceramic-hull.png) (https://i.ibb.co/R3wb96f/yrxp-ceramic-plating.png) (https://i.ibb.co/h9ZRkt3/yrxp-overcomplicated.png)
Most were distributed to existing ships, not only to add flavor but also to give them more specialized stats and for balancing! Here is the most major though:

(https://i.ibb.co/QKbbHxC/yrxp-full-missile-racks.png)  Standardized Missile Racks

This ship's hull has been completely maxed out with the most advanced miniaturization techniques. For that reason, its ammunitions bays have trouble accommodating non-standard munitions.
Mounting Missile weapons not produced by the Yuri Expedition and its local firms will accrue a penalty of -50% to ammo stores.
Incompatible with Expanded Missile Racks.

(https://i.ibb.co/PGL8ygT/yrxp-overcapacity-missiles.png) Missile Racks Over-Capacity

This ship's hull can't fit all of the ammunition for its missile launchers and thus incurs a -50% penalty to their ammo stores.


These two new hullmods work hand in hand. Standardized Missile Racks appear in the following ships:

Spoiler
Honeycomb & Snowstorm
(https://i.ibb.co/BPmSsn3/yrxp-missile-frigate-new.png)

Yousei
(https://i.ibb.co/YdfYTDZ/yrxp-missile-frigate-mikina-sample.png)

Koakuma
(https://i.ibb.co/wWrj0Ks/yrxp-SKIN-light-carrier-mikina.png)

Guardian
(https://i.ibb.co/hWJN4LW/yrxp-guardian.png)

Tenshi
(https://i.ibb.co/phTCzqC/yrxp-guardian-makina-sample.png)

Stone Mantle
(https://i.ibb.co/yFnh495/yrxp-aegis-cruiser.png)
[close]

If you then mount any missile that is not produced by the following firms:

- Aletto Heavy Machinery
- Aletto Ordinance Plant
- Illusion Works
- Alpina Weapons Factory
- Alto Research Labs

The hullmod Missile Racks Over-Capacity will automatically be added to your ship, and all missiles mounted on that ship will have 50% less ammo. Now the alpha-powerful vanilla missiles won't be spammable via Yuri missile boats anymore!

- As revealed last time, I've added the Mob-Run Business District industry! You can build it in your colony if you've got stability to spare, I guess.

- Also, this patch comes with the requested settings to reduce the VFX generated by the mod's many missiles! It's actually already switched "OFF" as soon as you integrate this mod, but if you want to see everything as it should be, you can turn the settings "ON" by going to this directory:

Code
...\Starsector\mods\YRXP\data\config\

and open the file, settings.json where you will see this near the top:

Code
"yrxp_EnableVFX":false,
Just set that false to true and you're back at 5 FPS again! Feels like home!

- Two new missions! One, in particular, is a massive meat-grinder. I hope you enjoy them! There's a bunch of lore, almost a bit of a short story going on in the mission description, so if you like that sort of thing, give it a read!

- Three new High Value Bounties! You better be careful when hunting them down, but if you win, you'll get some nice goodies!

(https://i.ibb.co/kmncnZx/sora.png) (https://i.ibb.co/3MSnfg7/kurimu.png)

And by nice goodies, of course I mean...



II. New Ships and Ship Changes

- Their ships! You can try out two of the three special ships in the available missions, but to have them in the campaign, you will need to beat them as a High Value Bounty (Vayra's Sector required, of course) and they are:

Spoiler
[Missile Corvette] AE-522-S mod.KRM "Suiseki"
by Axlemc131 (recolored)
(https://i.ibb.co/8myFFyN/yrxp-SKIN-missile-frigate-suisaki.png)

The Suiseki is a tough boss enemy with massive maneuverability and a specialized loadout for killing things much bigger than itself. Do NOT underestimate it for being a frigate. Here it is in action:

https://www.youtube.com/watch?v=Tr7YwuxoPnE



[Protected Cruiser] Raven
by Tartiflette(recolored)

(https://i.ibb.co/CQ7qhCx/yrxp-aegis-cruiser-raven-custom.png)
(Custom)
(https://i.ibb.co/477nm5S/yrxp-aegis-cruiser-raven.png)
(Export)

Remember when I said I'd retire the old Aegis Cruiser? Well, that's not exactly true. Because here it is with a brand new paintjob (2 of them)! It's true that the Stone Mantle is removed from the Yuri list, though. But it lives on in soul in these two versions. The lore was also retconned regarding those - the mission featuring the custom Raven (get it? Eagle? Raven?) has the backstory of how it came to be, if you're interested! But the -Export- version was added to the midline_bp shipset! Maybe you'll find them in some Persean League fleet? I don't really know! Here's how it looks like in combat (the custom one):

(https://i.ibb.co/7xD7Vxq/raven.gif)



And lastly, the one which is only available via the High Value Bounty. I won't say any more about it; just that if you're looking to capture it, expect losses. That Astral in the header? It was undamaged.

[Doomsday Weapon] AE-656(?) "Star Breaker"

(https://i.ibb.co/bvQRT4k/yrxp-destroyer-2-star-breaker.png)


[close]

Next up, Caparice Trade Co. gets a couple new ships!

Let's start with the one teased a couple of days ago, the...
[Light Cruiser] AE-755 Aether Shawl
by Tartiflette(recolored)
(https://i.ibb.co/Hd6XgZ2/yrxp-aegis-cruiser-2.png)
(bare)
(https://i.ibb.co/NKLyGck/shawl-fa.jpg)
(full mount)
This light cruiser is the most advanced ship in the Yuri arsenal to date, featuring newfangled tech like Ceramic-Composite Construction and the very special Aether Shawl Remote Weapon System. No, I'm afraid you can't take it as a supership start, but you can try and find one in the market at Caparice! Or, if you're hostile towards the Yuri, it can also appear (somewhat rarely) in Yuri fleets!

Here's another look at what it can do:

Spoiler
(https://files.catbox.moe/ameiwb.gif)
[close]

- Next is the announced replacement for the old Stone Mantle, the new...
[Aegis Cruiser] AE-753 Mythril Cloak
(https://i.ibb.co/2kyTmFp/yrxp-aegis-cruiser-3-sample.png)
(bare, with armor panels)
(https://i.ibb.co/L5DrWmW/cloak-moda.jpg)
(mod.A - with frontal shield module)
(https://i.ibb.co/pZ2NFx3/cloak-modb.jpg)
(mod.B - with prow autocannon)

It comes in two flavors - mod. A is full-on defense, featuring a frontal shield module which stacks with the Imported Shield Generator stashed inside the ship itself!
Mod. B is a more balanced ship, doing away with the extra shield but mounting a formidable autocannon in its place!
Mind you, it might look like it's brimming with guns, but everything on the sides of the arrowhead is actually covered by the armor and is deactivated...
that is, until...

https://www.youtube.com/watch?v=YCg4qkPHVvk


And last of the new ships are two dedicated anti-capital weapons based on the AE-641:

AE-641 mod. B Lotus Flower
by Medikohl (recolored)

(https://i.ibb.co/Q6c51r5/lotus-b.jpg)
[Strike Destroyer] Bloody Heart
(https://i.ibb.co/C1bJKxS/lotus-r.jpg)
[Siege Destroyer] Red Star

Unlike the failed AE-656 Strike Cannon project, these models are mass produced, and you'll see them both in Yuri fleets and markets!
They are basically the Yuri answer to Capital ships, since they don't have the industrial capacity to out-capital ship anyone.



III. New Weapons and Weapon Changes

- Very few new weapons this time - most of them are built into the new ships! But there are couple - one for the Yuri and the other another low_tech missile, medium this time. I think you might find the latter quite fun, though!



IV. Fix/Bug Update

- I tried to replicate the buy/sell price bug for the Yuri luxuries and, I'm not quite sure, but it might be tied to the save that you were using when you updated to 1.5.1? Because I made a new save to try out the bug and I think it's gone now. I don't mean to make you do over into a new save, but that's just my best guess right now...



V. Next Steps

There was actually a bunch of other stuff that I wanted to add to this update, like my plans for the Full-Armored Valkyrie fighter, but at some point, I just had to draw a line and say, okay, this is it for this update! So here are some of my coming plans:

- Full-Armor Valkyrie Assault Fighter (probably the final form, promise)
- A rework of the remote control asteroids - I'm going to study Dark.Revenant's code for the Olympus planet killer so I can make them spawn as ships instead of fighters. i.e. you can order them around yourself.
- A new ECM ship idea I've got rolling in my noggin!
- Might add those new crime-based industries
- A (secret) line of new ships? Not sure yet!

And more! But that's it for now, or YRXP will never get another release, ever!
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: Mr. Nobody on December 05, 2019, 05:42:05 AM
Quote
And last of the new ships are two dedicated anti-capital weapons based on the AE-641:
I swear, there must be a typo! I checked and rechecked and i'm sure you only posted one!
(I get exactly 0 originality points for this)

Still, great work!
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: Starareo on December 05, 2019, 10:16:33 AM
Will the update break saves? Need to know if I should preserve my current sector seed.

Edit: Seeing as I need to add some other mods, starting new save anyway
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: creature on December 05, 2019, 01:17:53 PM
Will the update break saves? Need to know if I should preserve my current sector seed.

Edit: Seeing as I need to add some other mods, starting new save anyway
It won't! As promised, no breaking saves until Starsector itself updates! And if it does, it's a bug and I'll try to fix it!

Quote
And last of the new ships are two dedicated anti-capital weapons based on the AE-641:
I swear, there must be a typo! I checked and rechecked and i'm sure you only posted one!
(I get exactly 0 originality points for this)

Still, great work!
Thank you very much!
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: Fwiffo on December 05, 2019, 11:17:32 PM
- I tried to replicate the buy/sell price bug for the Yuri luxuries and, I'm not quite sure, but it might be tied to the save that you were using when you updated to 1.5.1? Because I made a new save to try out the bug and I think it's gone now. I don't mean to make you do over into a new save, but that's just my best guess right now...
I'm making a new save anyway, so will see if the problem persists. :)

Also, great work on the update! Can't wait to try out the new goodies!
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: creature on December 06, 2019, 01:40:16 AM
I'm making a new save anyway, so will see if the problem persists. :)

Also, great work on the update! Can't wait to try out the new goodies!
Fingers crossed! Enjoy your playthrough!
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: Valikdu on December 06, 2019, 05:50:00 AM
For some reason, my planets have the Mob-Run Business stability malus even thought I haven't built it.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: creature on December 06, 2019, 03:25:03 PM
For some reason, my planets have the Mob-Run Business stability malus even thought I haven't built it.
Hmm... I tried replicating it; booted up a new save, cheated some money for crews, supplies and machinery then colonized the nearest planet, but I found my colony was not suffering the stability malus from Mob-Run Business. Can you tell me more when and how you got the stability malus? Was it from an existing save, etc?
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: creature on December 06, 2019, 11:39:20 PM
Arashi no naka de kagayaite~
Spoiler
(https://i.ibb.co/JKXVL5L/tease.jpg)
[close]
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: Valikdu on December 07, 2019, 07:18:42 AM
Then it's probably because I'm applying a new version to an existing save.



More seriously: the game crashes with a null pointer exception related to

data.scripts.hullmods.yrxp_commission_safety.applyEffectsAfterShipCreation(yrxp_commission_safety.java:63)

if I view any place where the commission hullmod may be seen (ship market, ship storage, autofit) after resigning my Caprice commission...



This occurs unless I manually remove the Flowers of the Snowfield hullmod from everything (including all the ships that are in storage, or the crash will occur when I view the storage) before resigning.

[I wish there would be a way to get commissioned crews while in an alliance with a faction, instead of just being commissioned by it, but I'll have to take it up with the Commissioned Crews developer]

minor nitpick
the "Scarlet Ice" modifer name has a line break after "Ice".
[close]
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: solardawning on December 07, 2019, 01:54:16 PM
I'm in love with the Aether Shawl... but here's a bug for you:
The Aether Shawl's speed bonus doesn't work if you have the Commissioned Crews hullmod (Flowers of the Snowfield) installed.

The animation of the wings going back and turning into engines still happens, but the buff is never added. If I remove the commissioned crew hullmod, then it starts working again.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.0 || Faction Pack || Update 12/05! [YRXP]
Post by: creature on December 07, 2019, 03:20:09 PM
Then it's probably because I'm applying a new version to an existing save.



More seriously: the game crashes with a null pointer exception related to

data.scripts.hullmods.yrxp_commission_safety.applyEffectsAfterShipCreation(yrxp_commission_safety.java:63)

if I view any place where the commission hullmod may be seen (ship market, ship storage, autofit) after resigning my Caprice commission...



This occurs unless I manually remove the Flowers of the Snowfield hullmod from everything (including all the ships that are in storage, or the crash will occur when I view the storage) before resigning.

[I wish there would be a way to get commissioned crews while in an alliance with a faction, instead of just being commissioned by it, but I'll have to take it up with the Commissioned Crews developer]

minor nitpick
the "Scarlet Ice" modifer name has a line break after "Ice".
[close]
I'm in love with the Aether Shawl... but here's a bug for you:
The Aether Shawl's speed bonus doesn't work if you have the Commissioned Crews hullmod (Flowers of the Snowfield) installed.

The animation of the wings going back and turning into engines still happens, but the buff is never added. If I remove the commissioned crew hullmod, then it starts working again.
Thanks for reporting these! I'll check out why the CC hullmod is behaving this way and I'll release a patch as soon as I can!
Title: Re: [0.9.1a] Yuri Expedition v.1.6.1 || Faction Pack || Patch 12/08! [YRXP]
Post by: creature on December 07, 2019, 03:56:28 PM
Patch 1.6.1
Download (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.6.1.zip)

- Fixes Aether Shawl error. I coped the code off the CC hullmod and forgot to change the effect ID!  :o
- I didn't notice Commissioned Crews updated and the update required some code edits! The edits have been done and a crashing error upon resigning Caparice's commission is fixed!


If you haven't yet, please update your version of Commissioned Crews: http://fractalsoftworks.com/forum/index.php?topic=16677.0 (http://fractalsoftworks.com/forum/index.php?topic=16677.0)

If you don't, I believe the Flowers of the Snowfield hullmod will NOT automatically remove upon resigning the commission.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.1 || Faction Pack || Patch 12/08 [YRXP]
Post by: solardawning on December 07, 2019, 05:08:05 PM
Thanks for the quick fixes! Unfortunately... I've got yet another Aether Shawl bug for you.

If the player uses Strip in the refit screen, it removes the equipment on the wing modules.
Since the player can't select them to refit manually, it is impossible to arm them again. Ouch.

Edit to add:
Some of the ones I've produced via Heavy Industry have came with empty mounts on the wing modules, which I can't fix.
Maybe the modules should just be editable, like the ones on the Shine Ray are.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.1 || Faction Pack || Patch 12/08 [YRXP]
Post by: creature on December 07, 2019, 05:36:26 PM
Thanks for the quick fixes! Unfortunately... I've got yet another Aether Shawl bug for you.

If the player uses Strip in the refit screen, it removes the equipment on the wing modules.
Since the player can't select them to refit manually, it is impossible to arm them again. Ouch.

Edit to add:
Some of the ones I've produced via Heavy Industry have came with empty mounts on the wing modules, which I can't fix.
Maybe the modules should just be editable, like the ones on the Shine Ray are.
Oh, I didn't expect that! I suppose I should have those weapons built-in. There's actually a technical reason why I set them to be uneditable - the modules overlap with the upper side missile mounts on the main body, making them uneditable!
Title: Re: [0.9.1a] Yuri Expedition v.1.6.1 || Faction Pack || Patch 12/08 [YRXP]
Post by: solardawning on December 07, 2019, 05:47:00 PM
You could probably relocate those- one more under each wing, and two more on the back.

As much as it pains me to say it, it's already exceptionally strong for a light cruiser. If you do decide to let the player custom-tailor the wing modules, you may wish to consider lowering the OP on the core segment by 10 to 20 points.
Or maybe both remove those four under-wing small missile mounts and reduce max OP.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.1 || Faction Pack || Patch 12/08 [YRXP]
Post by: creature on December 07, 2019, 07:06:10 PM
Patch 1.6.2
Download (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.6.2.zip)

- Makes all weapons on Aether Shawl RWS built in to fix stripping error
Title: Re: [0.9.1a] Yuri Expedition v.1.6.2 || Faction Pack || Patch 12/08 [YRXP]
Post by: solardawning on December 07, 2019, 07:08:46 PM
Nice. :D
Title: Re: [0.9.1a] Yuri Expedition v.1.6.2 || Faction Pack || Patch 12/08 [YRXP]
Post by: Valikdu on December 08, 2019, 02:01:20 PM
I have an idea, if this is possible to code in:
-Have the "Scarlet Ice" modifier be positive to hazard rating, if Caparice is held by the CTCo
-Have it be changed to a negative modifier with the same name if the planet is invaded by someone else and taken
-Have a planet invaded by the CTCo change in type to a Scarlet Ice World, with the positive modifier

As it is right now, Caparice doesn't have a pop growth :/ but this is sort of important with Nexerelin, as NPC planets grow too.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.2 || Faction Pack || Patch 12/08 [YRXP]
Post by: creature on December 08, 2019, 03:36:36 PM
I have an idea, if this is possible to code in:
-Have the "Scarlet Ice" modifier be positive to hazard rating, if Caparice is held by the CTCo
-Have it be changed to a negative modifier with the same name if the planet is invaded by someone else and taken
-Have a planet invaded by the CTCo change in type to a Scarlet Ice World, with the positive modifier

As it is right now, Caparice doesn't have a pop growth :/ but this is sort of important with Nexerelin, as NPC planets grow too.
I've actually rolled around some of those ideas in my head before, but they're currently not my focus. One day, maybe!

Regarding the pop growth however, it was intended from the beginning for the colony not to grow at all (supposedly, it was also to be a size 4 colony, but sadly, gameplay restrictions). i.e. NPC planets, if the tooltips are to be believed, grow most from immigration, which is impossible for Caparice.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.2 || Faction Pack || Patch 12/08 [YRXP]
Post by: Valikdu on December 09, 2019, 10:36:00 AM
You're right.
Although, I think that conquered planets will have to be addressed sometime. They do conquer planets; I didn't help the Yuri conquer Hiigara, they just went and did it.

(quick suggestion: the Mythril Cloak kind of underperforms if equipped with guns due to low gun uptime; how about an "accelerated ammo feeder" effect for when the armor is open?)

PS: Yay mobile suits!
Title: Re: [0.9.1a] Yuri Expedition v.1.6.2 || Faction Pack || Patch 12/08 [YRXP]
Post by: Starareo on December 09, 2019, 12:13:04 PM
How do the gundams interact with the hullmod? Does it enable them to be replaced or something?
Title: Re: [0.9.1a] Yuri Expedition v.1.6.2 || Faction Pack || Patch 12/08 [YRXP]
Post by: Valikdu on December 09, 2019, 01:19:21 PM
How do the gundams interact with the hullmod? Does it enable them to be replaced or something?

They're replenished to having 3 in each wing if the mod is used.
Title: Re: [0.9.1a] Yuri Expedition v.1.6.2 || Faction Pack || Patch 12/08 [YRXP]
Post by: creature on December 09, 2019, 01:24:03 PM
Waaaaah! Please wait a moment!
Title: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: creature on December 09, 2019, 04:56:11 PM
Early Update 1.7.0
Yuri Mechanized
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.7.0.zip)

(https://i.ibb.co/yP6FLfN/dropship.gif)

First off, sorry! I didn't realize some WIP stuff got tangled in with the Patch 1.6.2 release. But since it's already out there, I've decided to clean up everything I've got and make an early release.



I. New Features

- Mechanized Infantry are individual soldiers in armored exoskeletons. They form a separate, complementary branch (the ground force) to the fighters and bombers in they they are slow and individually have little firepower. They, however, make up for it in toughness, a small hitbox and in numbers, provided you're deploying them from a ship with a (https://i.ibb.co/H74YxG7/yrxp-mech-bay.png) Mechanized Infantry Bay - a particularly expensive hullmod that can, theoretically, be fitted on any ship, provided you acquire it. It, however, does not add hangars on its own.

These are the current mech infantry available:

1st Mechanized Division
"Lazy Lilies"
2nd Mechanized Division
"Sweety Candy"

(https://i.ibb.co/TPvzKTM/yrxp-mobile-armor-sample.png)(https://i.ibb.co/TPvzKTM/yrxp-mobile-armor-sample.png)(https://i.ibb.co/TPvzKTM/yrxp-mobile-armor-sample.png)
AT Platoon
(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)
INF Platoon


(https://i.ibb.co/6tvSb8M/yrxp-mobile-sniper-sample.png)(https://i.ibb.co/6tvSb8M/yrxp-mobile-sniper-sample.png)
Sniper Team
- At the moment, the system is that wing sizes are tiny without the hullmod, but come the next release of Starsector, Alex will apparently add a new functionality in the code base that will allow changing OP costs for LPCs (and weapons), and I will control the use of Mech Infantry, as well as the effect of the Mech Bay, using that.

II. New Ships and Fighters

- As promised, the Full-Armor Valkyrie is here! It comes in wings of 2 and is absolutely brimming with weapons. There will not be any more fighters that exceed them in individual perfomance.
(https://i.ibb.co/km01TJN/yrxp-superfighter-fa.png)(https://i.ibb.co/km01TJN/yrxp-superfighter-fa.png)

- Two new ships capitalizing on and contextualizing the doctrinal use of the Mechanized Infantry:

[Assault Dropship] AE-613 Starflower
by Axlemc131  (recolored)
Features the (https://i.ibb.co/LzyRjm0/yrxp-mech-ground-support.png) Deep Strike Doctrine hullmod.
Mostly for flavor, it's just a Ground Support Package that gives 175 bonus.
I wish I could make it more interesting, but ground assaults are pretty barebones, in general. Oh well.
(https://i.ibb.co/dfQZjhc/yrxp-assault-dropship.png)

[Orbital Mothership] AE-718 Moon Rabbit
by xenoargh  (recolored)
Features the (https://i.ibb.co/mvsjkhW/yrxp-vertical-envelopment.png) Vertical Envelopment Doctrine hullmod.
Also for flavor, it's just a Ground Support Package that gives 300 bonus.
(https://i.ibb.co/rFpVX4P/yrxp-invasion-ship.png)

Here is a demo of the Moon Rabbit and its Mech Infantry divisions:

https://www.youtube.com/watch?v=oNHghCChBfE

III. Balance and Other Changes

- All Yuri fighters have been given the Yuri Void Warfare Doctrine hullmod, which now makes them retreat when their armor is punctured. This goes hand-in-hand to the lore-wise focus of the faction to reducing crew losses, as well as a balancing aspect so their rather powerful fighters won't stay on ships for very long.
- Another change made to all fighters is that all missiles they equip no longer reload. I think it's more realistic and now that Yuri fighters will RTB more often, they can also rearm that way. Win-win!

IV. Coming Next

- The Moon Rabbit is actually one of the first ships I was working on for the new drone systems I want to implement, and that's why it has that system. The next update will likely feature more of those, including the rework to the asteroid haulers I promised!
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: Starareo on December 09, 2019, 05:15:00 PM
Love the surprise update. At first glance, the AT Platoon is anti-ship/armor, Snipers are long-range kinetic, and INF are interceptors?
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: creature on December 09, 2019, 06:05:47 PM
Love the surprise update. At first glance, the AT Platoon is anti-ship/armor, Snipers are long-range kinetic, and INF are interceptors?
Right on two counts! INF are actually set as fighters so they move alongside the AT, and their MGs do some small kinetic damage. There probably won't be any interceptors in this line, maybe just some new infantry with stingers as anti-fighters or something. That's more of a fighter thing, in my opinion.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: Starareo on December 09, 2019, 07:02:03 PM
Sweet, thanks! Time to figure out my loadout wing ratios.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: creature on December 09, 2019, 07:19:37 PM
Oh and regarding this:
(quick suggestion: the Mythril Cloak kind of underperforms if equipped with guns due to low gun uptime; how about an "accelerated ammo feeder" effect for when the armor is open?)
I'll observe it for a bit more for now. Unlike the burst missiles, guns can actually get more than 1 cycle out before the armor closes; moreso for the automatic weapons. An increase in ROF on top of that (which will, by the way, have to affect all ballistic weapons on the ship, if I recall the api correctly) might be a bit much on what is intended to be a 'tanking' ship.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: Khoi128 on December 09, 2019, 11:59:50 PM
Hello! I've been enjoying the mod so far, but I've noticed some things while messing around with the new Mechs. First, is that the Mechanized Infantry Bay hullmod is a little vague in its description. It says it greatly increases the size of all Mech Infantry and Mech Support squads, but could we get any specific numbers like how much they're increased by, just to be more clear?

I've noticed that the extra mechs from the hullmod doesn't lower replacement rate when they get destroyed and need to be replaced, is that intentional? It only lowers once the extra mechs are destroyed and you start losing ones in the original sized wing. You'll see me demonstrate what I mean in the video I'll link below.

I ran into a bug where a carrier with Mechanized Infantry Bay doesn't actually run out of replacement rate when they hit 0% CR. I tested a Condor with one of the Mechs and a Talon wing at 0 CR, and both continued to respawn from the hangar at 0 CR. Once I killed off an entire wing, it disappears from the carrier HUD but continued to respawn.

https://youtu.be/ys25Cwbr5T4

And finally, I know it was mentioned that Yuri fighters now retreat once their armor is punctured and fighter missiles now no longer reload, but Valkyries now act more like bombers, they'll release all their missiles and then immediately return to the carrier instead of engaging targets until their armor is gone. They feel more like bombers now instead of normal fighters. Maybe adjust their role to a bomber or let them engage targets/fighters a little bit longer before they retreat.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: creature on December 10, 2019, 02:05:31 AM
Hello! I've been enjoying the mod so far, but I've noticed some things while messing around with the new Mechs.
Thank you very much for the detailed feedback! I will go through them one by one below.

First, is that the Mechanized Infantry Bay hullmod is a little vague in its description. It says it greatly increases the size of all Mech Infantry and Mech Support squads, but could we get any specific numbers like how much they're increased by, just to be more clear?
The numbers are specific to the wing. For example, the INF goes from 2 -> 5, AT 1 -> 3 and Sniper 1 -> 2. I'm also unsure about writing all these down on the tooltip because am planning to add a bunch more and that might make the tooltip a bit too big eventually. Thus, I supposed a general description of what it does sufficed. I suppose the question in my head now is,  and not just for you, but also for other users - 'would you prefer a long block of text outlining the numbers, or can we go with the general descriptor?'


I've noticed that the extra mechs from the hullmod doesn't lower replacement rate when they get destroyed and need to be replaced, is that intentional? It only lowers once the extra mechs are destroyed and you start losing ones in the original sized wing. You'll see me demonstrate what I mean in the video I'll link below.
Hmm... this seems to be a side-effect of using the effects of the Reserve Deployment shipsystem script to make the hullmod work... Unfortunately, I have no other idea how to limit the usage of the wings apart from this, at least until the next SS release comes around. Maybe I could just add a supplemental malus to the hullmod, to balance the effects of this bug.

I ran into a bug where a carrier with Mechanized Infantry Bay doesn't actually run out of replacement rate when they hit 0% CR. I tested a Condor with one of the Mechs and a Talon wing at 0 CR, and both continued to respawn from the hangar at 0 CR. Once I killed off an entire wing, it disappears from the carrier HUD but continued to respawn.
Thanks for pointing this out! I didn't know the extra fighters thing persists past 0 CR. I've now applied a fix for this in my version!

And finally, I know it was mentioned that Yuri fighters now retreat once their armor is punctured and fighter missiles now no longer reload, but Valkyries now act more like bombers, they'll release all their missiles and then immediately return to the carrier instead of engaging targets until their armor is gone. They feel more like bombers now instead of normal fighters. Maybe adjust their role to a bomber or let them engage targets/fighters a little bit longer before they retreat.
I've actually noticed this behavior a few times too, but I think it has more to do with the fact that the fighters were given limited ammo. Iirc, all vanilla FIGHTER fighters all have either unlimited ammo or reloading missiles, so this behavior must have been quite rare. And based from some testing I think they only do it while in regroup stance? When I set them to engage, they still do rings around ships as usual. In any case, I think it's quite a clever, if unexpected, AI behavior. Why not RTB when you've spent your limited missile bank and you're just hanging around?
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: Starareo on December 10, 2019, 08:16:51 AM
You can maybe add tooltips to each LPC on how the hullmod affects it, whatever works best.

I'm also getting a crash to desktop when I try to use the Mythril's shipsystem to open up the armor. I'll also test it out more later.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: Khoi128 on December 10, 2019, 02:34:39 PM
Thank you very much for the detailed feedback! I will go through them one by one below.

No problem! Thanks for the timely reply!

The numbers are specific to the wing. For example, the INF goes from 2 -> 5, AT 1 -> 3 and Sniper 1 -> 2. I'm also unsure about writing all these down on the tooltip because am planning to add a bunch more and that might make the tooltip a bit too big eventually. Thus, I supposed a general description of what it does sufficed. I suppose the question in my head now is,  and not just for you, but also for other users - 'would you prefer a long block of text outlining the numbers, or can we go with the general descriptor?'

Yeah I suppose that's kind of tricky... as Starareo suggested, I think adding a tooltip on individual LPCs would be a better option, and leaving the hullmod's description as general. We avoid the wall of text while making sure players still know what it does for each LPC.

Hmm... this seems to be a side-effect of using the effects of the Reserve Deployment shipsystem script to make the hullmod work... Unfortunately, I have no other idea how to limit the usage of the wings apart from this, at least until the next SS release comes around. Maybe I could just add a supplemental malus to the hullmod, to balance the effects of this bug.

Yeah I think some sort of downside to the hullmod other than just being really OP expensive would be a good idea. The problem with balancing with only OP is if something is good enough, then the OP cost is more of an inconvenience than an actual deterrent. Maybe the added bays could cost more to maintain, or make it take longer to refit extra mechs, something along those lines.

I've actually noticed this behavior a few times too, but I think it has more to do with the fact that the fighters were given limited ammo. Iirc, all vanilla FIGHTER fighters all have either unlimited ammo or reloading missiles, so this behavior must have been quite rare. And based from some testing I think they only do it while in regroup stance? When I set them to engage, they still do rings around ships as usual. In any case, I think it's quite a clever, if unexpected, AI behavior. Why not RTB when you've spent your limited missile bank and you're just hanging around?

Oh, I didn't actually catch that. I had them on regroup stance during my testing and didn't actually try setting them to engage. :P
That said, yeah I do think it's pretty interesting as an AI behavior, though weird how it'll occur on regroup stance only. The missiles tend to have a pretty large engagement range, so if you're trying to regroup them to rebuild replacement rate, they'll fire off missiles and immediately try to rearm after being sent out, lowering it back down again. But good to know!
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: solardawning on December 10, 2019, 02:59:07 PM
Ever since the update that added the Aether Shawl, I've been getting a variety of crashes that seem related to it.

Examples of when I've had crashes:
-Opening the fleet screen at a port, when my fleet consisted of 1 Aether Shawl and 2 Mudskippers (vanilla).
-Opening the Colony patrol composition screen after I had the blueprint package that included Aether Shawl
-Clicking on the production notification icon in a production event for building an Aether Shawl. (this was before the patch that made the wing's weapons built-in, so may be fixed)
-Clicking 'Autofit' and selecting a custom fit on an Aether Shawl cruiser. (I can keep reproducing this one right now)

Here's the crash log for the last one listed:
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.super.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o0Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.D.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: TimeDiver on December 11, 2019, 11:05:21 AM
With 1.7.0 installed/enabled, I get a fuckton of starsector.log spam when using YXRP's fighter wings, to the tune of:

Code
6237452 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237452 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237452 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237468 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237469 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237469 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237485 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237485 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237485 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237502 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
Multiply the above by, oh: a couple thousand times (so that it fills up not only starsector.log, but actually creates duplicate log(s) once they reaches ~50 MB or so).
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: Starareo on December 11, 2019, 12:02:38 PM
This is the error I think I am getting whenever I use the Mythril Cloak's ship system to open the armor. Causes a crash to desktop.

java.lang.NullPointerException
   at data.scripts.everyframe.yrxp_AegisArmorEffectCloak.resetAllWeaponFacings(yrxp_AegisArmorEffectCloak.java:655)
   at data.scripts.everyframe.yrxp_AegisArmorEffectCloak.advance(yrxp_AegisArmorEffectCloak.java:513)
   at com.fs.starfarer.combat.entities.ship.A.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)

Also, the Scissors don't actually track do they? The 'Good' tracking appears to refer to their flight pattern?
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: solardawning on December 11, 2019, 12:52:15 PM
When the player is not flying an Aether Shawl but has one deployed as an ally in combat, the player gets the buff/notification icon for the Aether Shawl's retracted state on screen with their ship effects. So basically- it's showing up on your stuff when you're not flying it.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: creature on December 11, 2019, 04:24:10 PM
Thank you all very much for the error logs! I believe I've fixed the reported errors surrounding both the Mythril Cloak and Aether Shawl. Please expect a patch shortly!

Some details below:

Yeah I suppose that's kind of tricky... as Starareo suggested, I think adding a tooltip on individual LPCs would be a better option, and leaving the hullmod's description as general. We avoid the wall of text while making sure players still know what it does for each LPC.
Taken! I've added that info into their descriptions!

Yeah I think some sort of downside to the hullmod other than just being really OP expensive would be a good idea. The problem with balancing with only OP is if something is good enough, then the OP cost is more of an inconvenience than an actual deterrent. Maybe the added bays could cost more to maintain, or make it take longer to refit extra mechs, something along those lines.
I've added a side-effect that I neglected to, in increasing the crew needed when mounting it, but apart from that, I've also (as a temporary solution to the unfixable bug) added an increase to monthly supply cost and supplies to recover cost (20%) when mounting it.

One more thing I did, was reduce most Mech Infantry ranges to ~1000, i.e. they can't wander too far from their mothership as a class-wide rule, but Mech Bay alleviates this slightly by adding 500 range. Now it has a bit of its own flavor! Oh, and yes, it also affects all other fighters, but given most fighters boast ranges of 4000 up, +500 isn't really going to do much.

Oh, I didn't actually catch that. I had them on regroup stance during my testing and didn't actually try setting them to engage. :P
That said, yeah I do think it's pretty interesting as an AI behavior, though weird how it'll occur on regroup stance only. The missiles tend to have a pretty large engagement range, so if you're trying to regroup them to rebuild replacement rate, they'll fire off missiles and immediately try to rearm after being sent out, lowering it back down again. But good to know!
Iirc, there was a system where if bombers return to the ship safely, it recovers something (replacement time?). I wonder if this is also true for fighters...  :-\

This is the error I think I am getting whenever I use the Mythril Cloak's ship system to open the armor. Causes a crash to desktop.
Thanks to your report, I've found that I neglected to check the case if the covered weapons were empty, and that caused the crash! Fixed!

Also, the Scissors don't actually track do they? The 'Good' tracking appears to refer to their flight pattern?
Ah, yes, you're right. I've changed it to none.

With 1.7.0 installed/enabled, I get a fuckton of starsector.log spam when using YXRP's fighter wings, to the tune of:
Ah, haha sorry about that! A bit of a bad habit. I've cleaned this up now!

Ever since the update that added the Aether Shawl, I've been getting a variety of crashes that seem related to it.

Examples of when I've had crashes:
-Opening the fleet screen at a port, when my fleet consisted of 1 Aether Shawl and 2 Mudskippers (vanilla).
I believe this one is the same as the one reported before, of crashing when entering a market. I believe I've fixed this one, but please do check once the patch arrives!

-Opening the Colony patrol composition screen after I had the blueprint package that included Aether Shawl
-Clicking on the production notification icon in a production event for building an Aether Shawl. (this was before the patch that made the wing's weapons built-in, so may be fixed)
Please check these too if you can - it might be related to others that have also been fixed!

-Clicking 'Autofit' and selecting a custom fit on an Aether Shawl cruiser. (I can keep reproducing this one right now)
I tried this on my end, both via the missions tab (so all weapons are available for me) and through a new campaign (so they aren't) but I did not experience any crashes. Perhaps this, too, comes from an error that was fixed?

When the player is not flying an Aether Shawl but has one deployed as an ally in combat, the player gets the buff/notification icon for the Aether Shawl's retracted state on screen with their ship effects. So basically- it's showing up on your stuff when you're not flying it.
Fixed! Thanks for the report!
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: creature on December 11, 2019, 06:11:08 PM
Patch 1.7.1
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.7.1.zip)



I. Changes and fixes

- Fixes (hopefully!) all reported bugs concerning the Aether Shawl and Mythril Cloak ships. Thank you all for the bug reports!
- Removed shields from Moon Rabbit and Shine Ray's weapons platforms. I felt like the mod was slowly drifting away from its identity and I was using Imported Shield Generator as an excuse to put shields on ships that don't need or shouldn't have them. So there!
- Adjusted behavior of jink boost AI across the board, so they stop wasting it avoiding nothing in particular. Also makes the deployment phase 25% less noisy as a result.



II. New Mechanized Infantry

- As thanks for everyone's help in quashing problems with the mod, I'll also release two new Mechs that I've been working on!

2nd Mechanized Division "Sweety Candy"
Light Infantry Platoon

(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)

These are (relatively) fast units with the reworked Jink Boost, armed with twin pistols that do Kinetic and High Explosive damage respectively.
Not very tough on their own, but their Anti-Beam Coating mod allows them to fare better against Midline and High-Tech ships than regular AT and INF squads.

https://www.youtube.com/watch?v=HbKjJZmQtaU



Yuri Witch Corps
Stella-Pattern Exo-Suit
(https://i.ibb.co/VxT81Z0/yrxp-mobile-witch-laser-sample.png)

This is the first of a line of 'Special Forces' mech that do not benefit from Mech Bay.
They are individually strong and demand the equivalent in OP.
The Stella Pattern equips the "Suzume" Strike Blade Complex, a psi-guided weapon that deals Kinetic damage when slicing ships and their shields.
Also equips a more conventional laser cannon.

https://www.youtube.com/watch?v=EbNkFAU6LEk
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: Starareo on December 11, 2019, 06:57:48 PM
Are the new wings available from blueprints, either in the packs or individually?
Title: Re: [0.9.1a] Yuri Expedition v.1.7.0 || Faction Pack || Early Update 12/10 [YRXP]
Post by: creature on December 11, 2019, 07:10:31 PM
Are the new wings available from blueprints, either in the packs or individually?
The new wings are available in the Mass Production BP (the one you get at the start of the game with commision).

...unfortunately -I believe- your learned tech doesn't update if I added new stuff in that BP after you used the BP item. I think this is one of the few times where using console commands to re-acquire the BP is forgivable, though.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: Starareo on December 11, 2019, 07:45:23 PM
Seraph Wing also immediate use their shipsystem upon entering battle or seemingly whenever its available.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: Scarlet-MagicianX26 on December 13, 2019, 05:57:51 PM
Minor bug report: the Moon Rabbit wouldn't deliver when I was building it from my colony, which turned out to it being missing from the default_ship_roles file. I did a temporary fix on my end, but I suppose you would want to change it in the next release.

EDIT: Scratch that, the variant doesn't even exist. I guess no mech infantry for me now
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: creature on December 13, 2019, 08:04:23 PM
Minor bug report: the Moon Rabbit wouldn't deliver when I was building it from my colony, which turned out to it being missing from the default_ship_roles file. I did a temporary fix on my end, but I suppose you would want to change it in the next release.

EDIT: Scratch that, the variant doesn't even exist. I guess no mech infantry for me now
Sorry about that, it seems I forgot to add their entries onto default_ship_roles. I've uploaded a hotfix to this issue here: DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.7.1-hotfix.zip)

Just unzip the contents into your YRXP folder and overwrite the default_ship_roles file. Tested it just now and I was able to build both mech carriers via a colony,

Seraph Wing also immediate use their shipsystem upon entering battle or seemingly whenever its available.
I've also given the Wingbeat ADS shipsystem a more conservative AI, but since releasing that would mean a rebuild of the entire jar, please wait for it in the next update! I'd like to avoid pushing out WIP material again like last time.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: Valikdu on December 15, 2019, 04:33:50 PM
I've decided to start a new game, with the Scorched Lilly. It's quite satifying to watch it take apart pirate squadrons.

Although, burning wrecks of Shrikes that attempt to close the distance and eat a shell head-on are a serious ramming hazard ;D
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: creature on December 17, 2019, 02:17:26 AM
I've decided to start a new game, with the Scorched Lilly. It's quite satifying to watch it take apart pirate squadrons.

Although, burning wrecks of Shrikes that attempt to close the distance and eat a shell head-on are a serious ramming hazard ;D
Be sure to turn your modular armor towards the hulks! Your gun with engines strapped to it can't tank much damage!  ;D
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: creature on December 17, 2019, 03:23:44 AM
Teaser time!

(https://i.ibb.co/KjbS6Gf/tease-ecm.gif)

Unscathed after taking an Astral's torpedo barrage!
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: Valikdu on December 17, 2019, 04:26:17 PM
It's quite satifying to watch it take apart pirate squadrons.

Also, it forms a good pair with the Shortcake MKN.

And I have some bad news: the sapper ship's gun emplacements don't work. They just hang in one spot and don't even fire.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: creature on December 17, 2019, 04:32:34 PM
And I have some bad news: the sapper ship's gun emplacements don't work. They just hang in one spot and don't even fire.
Don't worry - I've completely reworked it for the next patch! If you hold on to it, I think you will be pleasantly surprised!
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: Khoi128 on December 19, 2019, 10:03:43 PM
I didn't notice until now that the front applique armor on the Shine Ray has what looks like a sprinkler danmaku cannon on it, but it doesn't fire, nor does locking onto it reveal that it has any weapon at all, which is weird since I took a look at the armor sprite itself in the files, and it has a small mount on it. The weapon can even look disabled as well.

https://gyazo.com/c84ae0710bc1afde240c0845bb6dd4d2
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: creature on December 19, 2019, 11:01:18 PM
I didn't notice until now that the front applique armor on the Shine Ray has what looks like a sprinkler danmaku cannon on it, but it doesn't fire, nor does locking onto it reveal that it has any weapon at all, which is weird since I took a look at the armor sprite itself in the files, and it has a small mount on it. The weapon can even look disabled as well.

https://gyazo.com/c84ae0710bc1afde240c0845bb6dd4d2
Huh, that's strange. Though, in any case, I've reworked the "crown" of the Shine Ray for the next patch, so whatever this bug may have been, it will no longer be an issue.

(https://i.ibb.co/G9vz1zq/teaser-shineray.png)

(and perhaps a little teaser too - you might notice some new bits here and there ;))
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: Khoi128 on December 21, 2019, 01:42:18 AM
Huh, that's strange. Though, in any case, I've reworked the "crown" of the Shine Ray for the next patch, so whatever this bug may have been, it will no longer be an issue.

(https://i.ibb.co/G9vz1zq/teaser-shineray.png)

(and perhaps a little teaser too - you might notice some new bits here and there ;))

Looks awesome already, can't wait to see more!
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: Khoi128 on December 21, 2019, 09:26:49 PM
https://gyazo.com/f40ec162f76f3b17c78111eb424dadcb

Found another issue with the Shine Ray, deploying it seems to costs way more DP than the stats suggest, almost triple of what its listed DP is supposed to be.
Title: Re: [0.9.1a] Yuri Expedition v.1.7.1 || Faction Pack || Patch 12/12 [YRXP]
Post by: creature on December 22, 2019, 04:19:19 PM
Update 1.8.0 is imminent

(https://i.ibb.co/LNBsyhW/teaser1-8-0.gif)

https://www.youtube.com/watch?v=xz0Pys25xhA
Title: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: creature on December 23, 2019, 04:17:00 AM
Update 1.8.0
Full Scale
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.8.0.zip)

*Important: Before updating always make a save copy just in case!

(https://i.ibb.co/tz6tW5v/header.gif)




I. New Features, Changes and Fixes:

- All drones have been reworked for the entire faction! Ships like the Shine Ray now visually carry their drones and when they are deployed, it is possible to command them!

Spoiler
(https://i.ibb.co/w6tDC7S/shine-ray-drone.gif)
[close]

- Still on drones, this update adds a new hullmod, (https://i.ibb.co/P4952dc/yrxp-drone-aux.png) Drone Auxiliary, which adds a wing of IW-110 Pixie drones on almost any Yuri ship.

(https://i.ibb.co/bzqsP86/yrxp-pixie.png)(https://i.ibb.co/bzqsP86/yrxp-pixie.png)(https://i.ibb.co/bzqsP86/yrxp-pixie.png)
IW-110 Pixie

...it grinds right up against engine limitations, however, so please read the tooltip! Very Important!

- More drones! This update also adds weapons that spawn remote-controlled gunpods:

Spoiler
(https://i.ibb.co/6XBkZVM/dronelauncher.gif)
[close]

- Sapper Ship's system has been reworked - the Fire Bases are now stationary, fortify their positions and come with an infantry complement! Give not a single inch! This, and all of the above is fully featured in the new showcase mission, demonstrated here:

https://www.youtube.com/watch?v=xz0Pys25xhA

- Added two new colony buildings:

(https://i.ibb.co/B4XxHDF/yrex-privateer-haven.png)
Privateer's Haven

(https://i.ibb.co/VgtdXQk/yrxp-quarter.png)
Yuri Quarter

- Fixed DP overuse issue. Thanks to Khoi128 for reporting this issue! I think this was caused by modules and fighters being assigned some default number of DP while I set them to blank in ship_data.csv. I thus set everything to 0, and after a test, it seems to have been fixed. Looking forward to your feedback on this fix!

- Added some Yuri ships in the simulator, in case you wanted to test your ship PD against a saturating barrage! (I did)



II. New Ships, Wings and Changes

- The full set of Yuri Mechanized Infantry has been completed! Here is a chart of everything available:

1st Mechanized Division
"Lazy Lilies"
2nd Mechanized Division
"Sweety Candy"
3rd Mechanized Division
"Rainbow Marble"
Sapper Corps
Witch Corps

(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)
Infantry Platoon

(https://i.ibb.co/TPvzKTM/yrxp-mobile-armor-sample.png)(https://i.ibb.co/TPvzKTM/yrxp-mobile-armor-sample.png)(https://i.ibb.co/TPvzKTM/yrxp-mobile-armor-sample.png)
Anti-Tank Platoon

(https://i.ibb.co/8KqV5dp/yrxp-mech-afv.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)(https://i.ibb.co/F5HcCJp/yrxp-mobile-infantry-sample.png)
IFV Platoon

(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)
Light Infantry Platoon
(https://i.ibb.co/6tvSb8M/yrxp-mobile-sniper-sample.png)(https://i.ibb.co/6tvSb8M/yrxp-mobile-sniper-sample.png)
Sniper Team
(https://i.ibb.co/6DCL1hc/yrxp-mech-afv-div2.png)(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)(https://i.ibb.co/6YPTFjw/yrxp-mobile-light-infantry-sample.png)
IFV Platoon
(https://i.ibb.co/mbXpS0c/laser-inf.png)(https://i.ibb.co/mbXpS0c/laser-inf.png)(https://i.ibb.co/mbXpS0c/laser-inf.png)(https://i.ibb.co/mbXpS0c/laser-inf.png)
Infantry Platoon
(https://i.ibb.co/zmWBFJ5/sam-inf.png)(https://i.ibb.co/zmWBFJ5/sam-inf.png)(https://i.ibb.co/zmWBFJ5/sam-inf.png)
Anti-Air Platoon
(https://i.ibb.co/H22W76T/yrxp-mech-afv-div3.png)(https://i.ibb.co/mbXpS0c/laser-inf.png)(https://i.ibb.co/mbXpS0c/laser-inf.png)
IFV Platoon
(https://i.ibb.co/cwtp7Zv/engineer.png)(https://i.ibb.co/cwtp7Zv/engineer.png)(https://i.ibb.co/cwtp7Zv/engineer.png)(https://i.ibb.co/cwtp7Zv/engineer.png)
Combat Engineer Platoon
(https://i.ibb.co/3kxLrGn/light-arty.png)(https://i.ibb.co/3kxLrGn/light-arty.png)(https://i.ibb.co/3kxLrGn/light-arty.png)
Light Artillery Support
(https://i.ibb.co/X23HJ6p/sapper.png)(https://i.ibb.co/X23HJ6p/sapper.png)
Assault Team
(https://i.ibb.co/VxT81Z0/yrxp-mobile-witch-laser-sample.png)
Stella-Pattern Exo Suit

(https://i.ibb.co/rwJxR3D/alte.png)
Alte-Pattern Exo Suit


- New custom ship for Vayra's Sector, High Value Bounty! You can also try it out during in the showcase mission!

[Picket Ship] AE-611 mod. Shinka "Angel Rose"
by Archibalde (recolored)
(https://i.ibb.co/gJhLKbJ/yrxp-guardian-b-2-sample.png)

- Now for ships added to the standard Yuri arsenal:

[ECM Corvette] AE-522-E "Illusion Flower"
by Axlemc131 (recolored)
(https://i.ibb.co/k0DwP2p/yrxp-SKIN-missile-frigate-ecm.png)


[Drone Controller] AE-528-D "Chestnut Basket"
by Axlemc131 (recolored)
(https://i.ibb.co/28T2DCV/yrxp-SKIN-gunboat-drone.png)


Here is a demo of the ECM Frigate's special weapon in action:

https://www.youtube.com/watch?v=PRnvJJx2wuw

- The AE-907 "Shine Ray" and AE-611 "Guardian Angel" have gotten their Aegis Armors reworked to be more aesthetically pleasing. In effect, this gives the Shine Ray just a bit more firepower, so I adjusted its DP cost to 60. As for the Guardian Angel, its survivability is greatly improved, but I have not changed its DP since I felt it was underperforming for its DP cost anyway (mostly due to lack of weapon slots).

- The AE-522-H "Honeycomb", IW-365 "Morning Drop" and IW-700 "Angel Wing" have had their shipsystems changed - they now have AA drone systems instead of Maneuver Jets.



III. New Weapons and Weapons Changes

- Another big thing in this new update is the completion of the Common-type utility 'weapons'! First off, I've added a Low-tech version of the entire Engineering Bay line. But here are some exciting new additions

Flux Battery / Flux Battery Array / Auxiliary Flux Core

(https://i.ibb.co/YWr8rBG/cover-turret-hightech-small.png) (https://i.ibb.co/MDvNVn1/cover-turret-hightech-medium.png) (https://i.ibb.co/gDcQ54q/cover-turret-hightech-large.png)

This new high-tech utility 'weapon' will recover flux (even hard flux) equal to its ammo stores (500/1500/5000) when the ship goes over 50% of its maximum flux. Its sounds great, but don't get ahead of yourself! If the weapons get destroyed, the flux they've absorbed is released in the form of several EMP arcs that bounce around the ship! If you're not careful, Flux Batteries can arc into other Flux Batteries and they next thing you know, you have a completely disabled ship in the middle of an enemy fleet!

Here it is in action:

https://www.youtube.com/watch?v=9DYUM6Zcasc

Reserve Ammo Magazine / Spare Ammo Dump / Backup Armory

(https://i.ibb.co/djsLwdv/cover-turret-midline-small.png)(https://i.ibb.co/xDS8rXx/cover-turret-midline-medium.png)(https://i.ibb.co/5jxjXk1/cover-turret-midline-large.png)

This one comes in the mid-line BP and it restores the ammo of missile weapons that have the same or smaller size than its mount! That, too, sounds great, and I bet you're raring to try out your infinite reaper ship, but just like the previous one - it has a fatal drawback. If this weapon is disabled, even just by stray EMP, the entire magazine will explode, and permanently disabling the weapon. More than that, it does 1000 High-Explosive damage straight into your hull for every remaining ammo in the magazine! If you want the power, you're gonna take on the risk! Enjoy your ticking time bombs!

*Please don't mind the assets, I was too lazy to make anything new so I just used the turret covers for the respective tech levels, haha.

** Since these are set to the common BP's, the Yuri Expedition doesn't really use them, but I hope you enjoy these quirky new additions!

- And here is the ultimate Large weapon that the faction can use:

[Doomsday Weapon] "Last Smile" ICBM Launcher
(https://i.ibb.co/FVjwg3D/yrxp-icbm-turret-rack-sample.png)

It's exceedingly rare, and this is what it does, but I added it mostly for the lore value:

Spoiler
(https://i.ibb.co/QNW6dYh/icbm.gif)
[close]



IV. Next Steps

- With this update, I think the mod has reached its near-complete state, in terms of content additions. Apart from a couple of things, there will be no more new features, no new classes of ships (except for new skins, I want to make more of that). Going forward, new stuff will probably be minor stuff like new industries and hullmods, and stuff to address balance problems.  As such, I will be asking the mods to promote it to the main mod category!

- I think I'll be putting off the questlines till after the next updates, since there seems to be some changes going on in that part of the API. And, well, that time I messed around with the rules system sort of traumatized me and I'm -really- not looking forward to working on it again, haha :o



Merry Christmas to everyone, and thank you all for trying out this little mod! I hope you continue to enjoy it going forward!
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: Starareo on December 23, 2019, 07:37:53 AM
I think the HVB ship and and very rare superweapon are showing up in the Advanced blueprint package, is that intended? Also, the AI core bonuses for the new industries might be a bit overtuned.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: Namesarehard on December 23, 2019, 11:14:21 AM
I got this crash
java.lang.NullPointerException
   at data.scripts.weapons.yrxp_EngineeringBayFX.advance(yrxp_EngineeringBayFX.java:89)
   at com.fs.starfarer.combat.entities.ship.A.if.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: creature on December 23, 2019, 02:51:02 PM
Thanks for the quick feedback! I updated the 1.8.0 build (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.8.0.zip) with hotfixes, but I'll go though them below:

I got this crash
java.lang.NullPointerException
   at data.scripts.weapons.yrxp_EngineeringBayFX.advance(yrxp_EngineeringBayFX.java:89)
   at com.fs.starfarer.combat.entities.ship.A.if.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Thanks for the report! I added some checks to protect from crashing, but I'm curious as to the situation when you got this error... The error line seems to imply that some ship doesn't have armor somewhere? It's strange.

I think the HVB ship and and very rare superweapon are showing up in the Advanced blueprint package, is that intended?
Ahh, the HVB ship shouldn't be there, but yes the ICBM is part of the advanced bp. Well, you can keep the HVB bp as a tester prize, I guess! But I've removed the tag in the hotfix!

Also, the AI core bonuses for the new industries might be a bit overtuned.
Can you elaborate on overtuned? I'm not quite sure what you mean... Is that like, too balanced or something? Haha. :o
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: solardawning on December 23, 2019, 08:00:15 PM
I'm getting a crash from the Shine Ray- so far this same crash has occurred on two conditions:

1: Built a Shine Ray on a colony, clicked the monthly 'Production' notification it was completed in - crash.
2: After the Shine Ray was built, clicking the tab to view stored ships at that colony - crash.

Here's the log from the first one:
Quote
302873 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.showShips(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.misc.ProductionReportIntel.createSmall Description(ProductionReportIntel.java:204)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.Object.class(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: Starareo on December 23, 2019, 10:17:48 PM
For example, I believe the alpha core bonus for the Yuri quarter essentially removes the stability penalty and doubles the income, which might be too strong.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: creature on December 23, 2019, 11:17:36 PM
I'm getting a crash from the Shine Ray- so far this same crash has occurred on two conditions:

1: Built a Shine Ray on a colony, clicked the monthly 'Production' notification it was completed in - crash.
2: After the Shine Ray was built, clicking the tab to view stored ships at that colony - crash.

Here's the log from the first one:
Hmm... the error log isn't telling me much. I'll try to build one myself and see where the problem is. Is it correct for me to assume that you are using a save from pre-1.8.0? i.e. you had Shine Rays with the old crown in the same game?

EDIT: Can you try this? Trial fix (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_trialfix.zip). This just restores the old armor back on the Shine Ray. Also, can you tell me if you have a Shine Ray in your fleet currently? And if so, can you take a look if its tugs are showing the Halo drones as seen here?

(https://i.ibb.co/G9vz1zq/teaser-shineray.png)

For example, I believe the alpha core bonus for the Yuri quarter essentially removes the stability penalty and doubles the income, which might be too strong.
Hmm... I'll give it a think. Mainly, I balanced it around the Privateer Haven having a much larger base income (and even more when doubled), but at the cost of -2 stability in total. Then again, the Yuri Quarter also provides a defensive bonus...

Maybe I will minimize the income bonus from the Alpha Core after all.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: solardawning on December 23, 2019, 11:26:51 PM
Not a continued save, it's a new game with your latest version. Sorry, I should have put that upfront- generally, I don't continue saves. When I play Starsector, I start a new game every time. :)

I did not have a Shine Ray in my fleet, as I wasn't able to pick it up from my colony without a crash opening the ship storage screen. The only ships there would be an Aether Shawl and a Shine Ray, I had not yet built any other ships this game or stored anything manually.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: creature on December 23, 2019, 11:28:14 PM
Nope, new game with your latest version. Sorry, I should have put that upfront- generally, I don't continue saves. When I play Starsector, I start a new game every time. :)
Oh, thanks for the quick response! In that case, I'll try to tweak it around on my side and see what's acting up.

Update: So this is curious - it turns out I could produce a Shine Ray (new colony, heavy industry, alpha core, nothing else) no problem...

(https://i.ibb.co/YTQ31pb/screen-1.jpg)
Built this just now.

Can you try and see if you can produce any ship other than the Shine Ray? Perhaps the error might lie somewhere else. Or, if it's really just this ship, I may have fixed whatever problem was going on from whatever I was doing on the side. I'll upload a new update later, which will hopefully fix your issue (and a host of other ones I came across myself!)
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: solardawning on December 24, 2019, 01:11:45 PM
I may indeed have been off the mark- I picked up that game from a save before having built any ships.
I suspected the Shine Ray because I built an Aether Shawl and a Shine Ray at the same time, and Shine Ray is what changed in your latest version.

This time I only built an Aether Shawl... and when I clicked on the ship storage tab (with that being the only ship in storage), I got the crash.
This seems like the same Aether Shawl crash I had in the prior update, after you added this ship.
It *may* be related to my having already bought and used an Aether Shawl from the Caparice market, and removed the normal loadouts from the loadout screen, replacing them with a single custom one. I'd guess that possibly something funky breaks with the wing modules if industry builds a custom variant? It's really hard to pin down what exactly is breaking though, because the log error is so non-specific.

Quote
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: ZeCaptain on December 24, 2019, 02:02:07 PM
It seems I'm having some crashing involving missile magazines on hostile starbases.
Code
490038 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: MISSILE weapons must fire missiles; weapon id: [yrex_magazine_midline_med]
java.lang.RuntimeException: MISSILE weapons must fire missiles; weapon id: [yrex_magazine_midline_med]
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: creature on December 24, 2019, 02:07:54 PM
I may indeed have been off the mark- I picked up that game from a save before having built any ships.
I suspected the Shine Ray because I built an Aether Shawl and a Shine Ray at the same time, and Shine Ray is what changed in your latest version.

This time I only built an Aether Shawl... and when I clicked on the ship storage tab (with that being the only ship in storage), I got the crash.
This seems like the same Aether Shawl crash I had in the prior update, after you added this ship.
It *may* be related to my having already bought and used an Aether Shawl from the Caparice market, and removed the normal loadouts from the loadout screen, replacing them with a single custom one. I'd guess that possibly something funky breaks with the wing modules if industry builds a custom variant? It's really hard to pin down what exactly is breaking though, because the log error is so non-specific.
I also tried building an Aether Shawl and successfully opened up the colony storage...

(https://i.ibb.co/RD8Y4Gr/screen-2.jpg)

I'll be uploading the patch soon, so please try that out and see if the problems are fixed! Otherwise, the error might be somewhere else (perhaps a mod conflict?) For reference this is the modlist I am using and could guarantee full compatibility with (since I'm currently playing a campaign after a long while to finally give the faction a proper play)

Code
  "$$$_lightshow",
  "$$$_trailermoments",
  "anotherportraitpack",
  "raccoonarms",
  "alrnportraitpack",
  "blackrock_driveyards",
  "Celestial Mount Circle",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "gflportraitpack",
  "Imperium",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "Mayasuran Navy",
  "new_galactic_order",
  "nexerelin",
  "ORA",
  "SCY",
  "shadow_ships",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures",
  "tahlan",
  "THI",
  "transfer_all_items",
  "TS_Coalition",
  "underworld",
  "US",
  "vayrasector",
  "lw_version_checker",
  "yrxp",
  "shaderLib"

It seems I'm having some crashing involving missile magazines on hostile starbases.
Code
490038 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: MISSILE weapons must fire missiles; weapon id: [yrex_magazine_midline_med]
java.lang.RuntimeException: MISSILE weapons must fire missiles; weapon id: [yrex_magazine_midline_med]
Oh, I'll do what it says then. Expect it in the coming patch!
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: solardawning on December 24, 2019, 02:15:29 PM
Try this:

1: on the Aether Shawl refit screen in game, remove all the default loadouts.
2: save a custom loadout of your own
3: manufacture Aether Shawls at a colony until one spawns using your custom loadout. (this may take multiple Aether Shawls)

^this is the condition I've gotten crashes in. The one in your screenshot looks like it tried to fit via one of the default loadouts.
The crash will happen both from clicking the production notification, or from clicking the stored ships tab.

For reference, my custom loadout is two small chain mines, two medium chain mines, and eight of the small missile that is a 200 HE damage anti-fighter. (Can't remember the name right now, sorry.)
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: creature on December 24, 2019, 02:28:46 PM
Try this:

1: on the Aether Shawl refit screen in game, remove all the default loadouts.
2: save a custom loadout of your own
3: manufacture Aether Shawls at a colony until one spawns using your custom loadout. (this may take multiple Aether Shawls)

^this is the condition I've gotten crashes in. The one in your screenshot looks like it tried to fit via one of the default loadouts.
The crash will happen both from clicking the production notification, or from clicking the stored ships tab.

For reference, my custom loadout is two small chain mines, two medium chain mines, and eight of the small missile that is a 200 HE damage anti-fighter. (Can't remember the name right now, sorry.)
Oh, hmm... I'm not very sure yet, but at a glance, my suspicion goes to when you're removing all the default layouts - it might mess with the Shawls, since they are uneditable. I'll take a closer look at this later, but for now, I might suggest using the default layouts. I guess you wanted to change the available layouts to mass produce a certain type of Aether Shawl? I like the idea, I'll try to figure out a fix, if possible, after this patch.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: solardawning on December 24, 2019, 02:33:19 PM
I'd say it's a very common user behavior- I know I like to get rid of default loadouts on every ship I use in my fleet, and replace them with specific custom ones for the player and officers, so I can refit them & mass duplicate them quickly.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 24, 2019, 02:37:38 PM
Patch 1.8.1
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.8.1.zip)



I. Fixes:
- Removed HVB ship from adv_bp
- Removed income bonus from Yuri Quarter's Alpha Core
- Added anti-crashing checks for Engineering Bay
- Set the magazines to 'fire missiles'
- Fixed spawned drones retreating and causing a crash
- Set AI-controlled Skyflowers and Scissors to always auto-fire because AI wasn't using them effectively
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: shoi on December 24, 2019, 02:47:31 PM
Hey creature, there is a weird bug where the yuri commission dialogue will play for other factions instead. also in the dialogue the /n characters are visible.
I can take a pic later if you want
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 24, 2019, 04:05:12 PM
Sorry, the patch above added some strange behavior of the Sparklers not moving at all when launched  :o

I have updated the file fixing this bug, so if you downloaded it BEFORE reading this post, please redownload it!

Hey creature, there is a weird bug where the yuri commission dialogue will play for other factions instead. also in the dialogue the /n characters are visible.
I can take a pic later if you want
I'll take a look later!
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: Khoi128 on December 24, 2019, 08:57:48 PM
I'm still on 1.71, but I found a bizarre bug with the Mythril Cloak's ship system

https://gyazo.com/4e3c9c7853c4a876fa2aac38506fd802

Im not entirely sure how it happened, but it looks like if you fire missiles at just the right time before the cloak shuts itself and the system ends, the UI freaks out. It goes back to normal once you activate the system again though.

Edit: Fixed some typos.

Edit 2: Updated to 1.81, found an issue with the Mythril Cloak B,

https://gyazo.com/a8b7246be986de6bbb8aa086b84a50db
https://gyazo.com/d4b3010e9b9a6e32d6700c3d5b7fbcc5
https://gyazo.com/06b27eba60856cb5feea7bf92523f246

Mythril Cloak B has the shield generator when it shouldn't, and the plating visibly glitches when activated. The A version seems to be fine however. My old Shine Ray in my playthrough doesn't have the updated crown, is that normal? The test mission doesn't have the updated one either.

Sorry for these frequent edits, this is the third one and it's regarding this:
Sorry, the patch above added some strange behavior of the Sparklers not moving at all when launched  :o

I have updated the file fixing this bug, so if you downloaded it BEFORE reading this post, please redownload it!

I've redownloaded the patch a few times, but the sparklers still don't move at all when launched.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.0 || Faction Pack || Release 12/23 [YRXP]
Post by: Namesarehard on December 24, 2019, 10:53:21 PM
Thanks for the report! I added some checks to protect from crashing, but I'm curious as to the situation when you got this error... The error line seems to imply that some ship doesn't have armor somewhere? It's strange.
I was fighting a low tech station when it happened or at least i think it was a low tech station.
Reloading fixed it so not sure what exactly happened.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 25, 2019, 12:05:41 AM
Wahaha, everything is on fire!  :o

Please hold on.

EDIT:
I'm really sorry, but for those who downloaded 1.8.1 before seeing this post, can you download it again? I think I screwed up and uploaded the wrong file earlier. How to know for sure? All sparklers MUST behave normally. The error is (for some reason) caused when I gave the Magazines a missile, as the error demanded - I gave them the sparkler projectile. Strangely, it then somehow screwed with the sparkler's behavior. So this was fixed by cloning the sparkler and giving them that instead!
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: Starareo on December 25, 2019, 12:16:46 AM
I've been testing out the Moon Rabbit and it appears as if the mech bay hullmod is not increasing wing size? I am running two of the witch corp, which should only have 1 mech in wing, but my lazy lilies are still at 1-2. Do I need to restart my save for the effects to apply?
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 25, 2019, 12:25:17 AM
I've been testing out the Moon Rabbit and it appears as if the mech bay hullmod is not increasing wing size? I am running two of the witch corp, which should only have 1 mech in wing, but my lazy lilies are still at 5. Do I need to restart my save for the effects to apply?
That is correct behavior! Mech Bays only increase wing sizes of Mech Infantry and Mech Support types. Both Witch Corps are Mech Specialist types, so they do not increase in size! Think of them as Special Forces, compared to the grunts of the regular Mech Infantry.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: Starareo on December 25, 2019, 12:38:51 AM
Oh, I should have been clearer. I know that the Witch Corps don't get increased wings, but I also have a wing of Mech Infantry on the same ship that is not receiving the increase in wing size.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 25, 2019, 01:00:38 AM
Oh, I should have been clearer. I know that the Witch Corps don't get increased wings, but I also have a wing of Mech Infantry on the same ship that is not receiving the increase in wing size.
Hmm... do you mean at the fitting screen? Because, unfortunately, due to engine limitations, it won't show there. However, if you head into simulation and wait for like 1-2 minutes, the ship ought to spawn the full 5 squad. It uses the Reserve Wing API to achieve the expanded size!
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: Khoi128 on December 25, 2019, 01:12:44 AM
Sorry for the bombardment of stuff! I ran into 2 other bugs tonight, the Shine Ray seems to be extremely cheap on market, I managed to buy one that had a single dmod for around 10k-20k, could you double check the market price on it? On the refit screen for the Shine Ray, the main ship also displays 0 flux/sec even though I have weapons on it.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: DyonisX on December 25, 2019, 01:15:16 AM
Are you on the discord? And if not, why?
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: Starareo on December 25, 2019, 01:18:58 AM
Oh, I should have been clearer. I know that the Witch Corps don't get increased wings, but I also have a wing of Mech Infantry on the same ship that is not receiving the increase in wing size.
Hmm... do you mean at the fitting screen? Because, unfortunately, due to engine limitations, it won't show there. However, if you head into simulation and wait for like 1-2 minutes, the ship ought to spawn the full 5 squad. It uses the Reserve Wing API to achieve the expanded size!

That would explain it thanks! Didn’t realize I’d have to wait some time before the full wing is active in combat.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 25, 2019, 03:06:33 AM
Sorry for the bombardment of stuff! I ran into 2 other bugs tonight, the Shine Ray seems to be extremely cheap on market, I managed to buy one that had a single dmod for around 10k-20k, could you double check the market price on it? On the refit screen for the Shine Ray, the main ship also displays 0 flux/sec even though I have weapons on it.
Sorry about that! While testing out the Shine Ray, I made it cheaper so I could build it in one month via colony production, but when I restored its price, I instead set it to the Fruits Basket Frigate and left it at the reduced price... will be fixed on the next upload! And sorry as well for making you all download the mod over and over!

Sorry for the bombardment of stuff! I ran into 2 other bugs tonight, the Shine Ray seems to be extremely cheap on market, I managed to buy one that had a single dmod for around 10k-20k, could you double check the market price on it? On the refit screen for the Shine Ray, the main ship also displays 0 flux/sec even though I have weapons on it.
Huh, this seems to be a UI issue which was fixed when I set the drone launcher's damage to 1 (from 0). It's strange, since they already have a flux cost anyway. If you've ever tried it, you can actually see the same thing happen when you mount the Dronepod Launcher on any ship. Fixed this too with minor changes, though. I guess this is what happens when you try to crank the game engine to places it wasn't meant to go!

Are you on the discord? And if not, why?
I prefer to keep my presence just here in the forum!

I was fighting a low tech station when it happened or at least i think it was a low tech station.
Reloading fixed it so not sure what exactly happened.
Might be a good idea to download the fix anyway! It might just be a corner case either way, but if you ever get the error again, please do report it!

I'm still on 1.71, but I found a bizarre bug with the Mythril Cloak's ship system

https://gyazo.com/4e3c9c7853c4a876fa2aac38506fd802

Im not entirely sure how it happened, but it looks like if you fire missiles at just the right time before the cloak shuts itself and the system ends, the UI freaks out. It goes back to normal once you activate the system again though.
Woah. :o

Is it a hiccup or can you reproduce it consistently? No idea how that happened, but if it's the former, and since it seems to have been resolved without much problem, I'd like to shelf it!


Edit 2: Updated to 1.81, found an issue with the Mythril Cloak B,

https://gyazo.com/a8b7246be986de6bbb8aa086b84a50db
https://gyazo.com/d4b3010e9b9a6e32d6700c3d5b7fbcc5
https://gyazo.com/06b27eba60856cb5feea7bf92523f246

Mythril Cloak B has the shield generator when it shouldn't, and the plating visibly glitches when activated. The A version seems to be fine however. My old Shine Ray in my playthrough doesn't have the updated crown, is that normal? The test mission doesn't have the updated one either.
Hmm... can I assume that this is during an ongoing campaign? I'm... not really sure what happened with the Mythril Cloak - I've seen it happen when I mess around with ship modules; but existing ships get assigned random modules for some reason? I don't really know why that happens, but it happens even in the Mission refit screen, so I assume it can happen in campaign. While I can fix my problems with simply resetting the mission, I'm afraid that for an ongoing campaign, you only recourse might be to buy a new Mythril Cloak, and one with the correct modules, in case the ones in the shops, too, can get scrambled this way.

As for the Shine Ray, I believe there is that behavior of pre-existing ships not updating to new models if you update their station modules (probably since those are set in variants instead of the hull file). I'm sorry to say that in this case, as well, your only recourse is to buy a new Shine Ray. Also, I'm not too sure, but it might not be a good idea to autofit the Shine Ray to the new model either. Iirc, there was a bug report before that said the game crashed when they tried that to update a different ship's armor plates.

I'm not sure if it's general behavior, but I guess you can give it a try, before going the command console route.

On both counts, though, I believe it is perfectly fair play to just spawn yourself new copies, or the money to replace them - it's my bad, after all. (though I don't really know of a way to stop it from happening)
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 25, 2019, 04:01:15 AM
Updated patch 1.8.1 again, now with the quick fixes for the Shine Ray.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: Khoi128 on December 25, 2019, 03:18:37 PM
Woah. :o

Is it a hiccup or can you reproduce it consistently? No idea how that happened, but if it's the former, and since it seems to have been resolved without much problem, I'd like to shelf it!

It just seems to be a hiccup I randomly came across while messing around with the Mythril Cloak, I don't think it'll end up being a huge deal since it seems to be based around the refire/cooldown indicator, which is fixed once you activate Shed Cloak again.

Hmm... can I assume that this is during an ongoing campaign? I'm... not really sure what happened with the Mythril Cloak - I've seen it happen when I mess around with ship modules; but existing ships get assigned random modules for some reason? I don't really know why that happens, but it happens even in the Mission refit screen, so I assume it can happen in campaign. While I can fix my problems with simply resetting the mission, I'm afraid that for an ongoing campaign, you only recourse might be to buy a new Mythril Cloak, and one with the correct modules, in case the ones in the shops, too, can get scrambled this way.

Actually this is from the YRXP test mission, I don't have a Mythril Cloak B in the campaign to test unfortunately, though the one I own (with the shield generator) in the campaign is fine, as is the shield generator one in the tester. It just seems to be this version with the built-in weapon that's bugged.

On another note, someone from the Starsector discord pointed out that the new Angel Rose HVB isn't showing up on the intel screen, but they stumbled into the actual HVB randomly in a system. I can't really confirm this since I don't have Vayra's Sector, I'm just the messenger.
Edit: The user said they updated to 1.8.1 which fixed the HVB not being there!

I redownloaded the 1.81 patch but the Sparkler bug still seems to be there, as is the 0 flux/sec display bug in the refit screen.
https://gyazo.com/c680778c575422b510c0fb072004acb0

Are you positive that the bitbucket download was updated? Was the new patch uploaded somewhere else by accident?  :D
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 25, 2019, 07:45:11 PM
I redownloaded the 1.81 patch but the Sparkler bug still seems to be there, as is the 0 flux/sec display bug in the refit screen.
https://gyazo.com/c680778c575422b510c0fb072004acb0

Are you positive that the bitbucket download was updated? Was the new patch uploaded somewhere else by accident?  :D
Hm... I'll try incrementing a version. Now there's no way this can be an upload mistake. If it's still there now, then something's going on elsewhere - I've been playing a campaign and sparklers are my main weapon.

- Download 1.8.2 Here - (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.8.2.zip)
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: Fantastic Chimni on December 26, 2019, 07:47:37 PM
So, it appears the alpha core has no primary effect when installed into the Privateer Haven, screenshots in album below.

https://imgur.com/a/blgZx7a

EDIT: I uh, think I found the problem

Code
/**
* Alpha Core Bonus
*/

public static final float ALPHA_CORE_BONUS = 1.0f;
public static final float ALPHA_STAB_PENALTY = 1f;
// private static final float ALPHA_CORE_INCOME_BONUS = 100f;

It looks like the bonus is commented out but still showing on the tooltips
And uncommenting this does not fix anything. I have no idea how your code works.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 27, 2019, 12:29:37 AM
So, it appears the alpha core has no primary effect when installed into the Privateer Haven, screenshots in album below.

https://imgur.com/a/blgZx7a

EDIT: I uh, think I found the problem

Code
/**
* Alpha Core Bonus
*/

public static final float ALPHA_CORE_BONUS = 1.0f;
public static final float ALPHA_STAB_PENALTY = 1f;
// private static final float ALPHA_CORE_INCOME_BONUS = 100f;

It looks like the bonus is commented out but still showing on the tooltips
And uncommenting this does not fix anything. I have no idea how your code works.
Thanks for the report! I'll investigate this a bit more since at a glance the code should work - the primary bonus being this line:

Code
getIncome().modifyPercent(getModId(1), ALPHA_CORE_BONUS*100, "Alpha core (" + getNameForModifier() + ")");
And it uses the uncommented ALPHA_CORE_BONUS...
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: Fantastic Chimni on December 27, 2019, 02:25:10 AM
When I uncommented the ALPHA_CORE_BONUS line it set the market income modifier from whatever it was (1.1) to 1.0. Installing an alpha core on the haven with that code un-commented is reducing income the haven provides

https://imgur.com/jUuWee9.png

to

https://i.imgur.com/zN3pLWz.png

Does it set the income modifier to the alpha core bonus instead of adding it to it?
Title: Re: [0.9.1a] Yuri Expedition v.1.8.1 || Faction Pack || Patch 12/25 [YRXP]
Post by: creature on December 27, 2019, 03:09:04 AM
When I uncommented the ALPHA_CORE_BONUS line it set the market income modifier from whatever it was (1.1) to 1.0. Installing an alpha core on the haven with that code un-commented is reducing income the haven provides

https://imgur.com/jUuWee9.png

to

https://i.imgur.com/zN3pLWz.png

Does it set the income modifier to the alpha core bonus instead of adding it to it?
Hmm... no, it should just be adding +100% to the income, as stated. However, it seems to even be messing with the normal market income modifier. Perhaps the getIncome() function may be bugged. I think I will just change it to a different one.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Rafs on December 29, 2019, 06:10:02 AM
When I read "Yuri" I was expecting an entirely different kind of mod, still a pleasant surprise, I il be sure to try it on my next playtrough.

Concerning the reskins, would it not be possible to make them 0 cost mods that just change aesthetics? Like how Imperium packages modify the looks of the craft slightly.

All in all looks like a great mod, looking forward to more, keep up the good work.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Chairman Suryasari on December 29, 2019, 06:41:32 AM
This ship pack is perfect for player-ship and swarm fleet, but still i hope there is some ship that designed for AI like Onslought, Paragon, Astral, or even better mega-ship like Cathedral-Hubship from Ship and Weapon pack.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on December 29, 2019, 02:09:43 PM
When I read "Yuri" I was expecting an entirely different kind of mod, still a pleasant surprise, I il be sure to try it on my next playtrough.

Concerning the reskins, would it not be possible to make them 0 cost mods that just change aesthetics? Like how Imperium packages modify the looks of the craft slightly.

All in all looks like a great mod, looking forward to more, keep up the good work.
Thank you very much!

Unfortunately, skins as mods will not be possible because none of the existing skins are just aesthetic changes. They also come with different loadouts, stats and modules, and even built-in weapons.

This ship pack is perfect for player-ship and swarm fleet, but still i hope there is some ship that designed for AI like Onslought, Paragon, Astral, or even better mega-ship like Cathedral-Hubship from Ship and Weapon pack.
I find that the AI performs satisfactorily with most ships, in particular the fast, small ships like the Snowstorm and Morning Drop, as well as the more 'conventional' (i.e. shielded) ships like the Guardian and Mythril Cloak.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: miles341 on December 29, 2019, 04:23:11 PM
Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.

If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on December 29, 2019, 06:07:29 PM
Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.

If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.
Thank you for the report! You're right, I neglected to add them to default_ship_roles.  Sorry about that! Here's a quick fix, since there are a few things already in the pipeline in the main mod file!

Download hotfix here (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.8.2_default_ship_roles.zip)
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: miles341 on December 29, 2019, 07:00:19 PM
Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.

If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.
Thank you for the report! You're right, I neglected to add them to default_ship_roles.  Sorry about that! Here's a quick fix, since there are a few things already in the pipeline in the main mod file!

Download hotfix here (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.8.2_default_ship_roles.zip)
Thank you!
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Oblivion on December 31, 2019, 08:22:29 AM
Gotta say, I really love this mod. There's just something glorious in flying around in pink ships while blowing everything up.


Also are there any plans for more mod ships?
a mod aether shawl perhaps?
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Null Ganymede on January 01, 2020, 01:56:03 AM
So what's the balance strategy here? I haven't done a pure playthrough, but some of the fighters/missiles that drop feel overtuned when stuck on cheap pirate ships.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 01, 2020, 02:29:33 AM
Gotta say, I really love this mod. There's just something glorious in flying around in pink ships while blowing everything up.


Also are there any plans for more mod ships?
a mod aether shawl perhaps?
Thank you very much! And yup, if there are any new ships coming up, they will be new skins for existing ships!

So what's the balance strategy here? I haven't done a pure playthrough, but some of the fighters/missiles that drop feel overtuned when stuck on cheap pirate ships.
Going forward, the mod will be going into a 'shrinking' phase. I've added pretty much everything I want to add and now it's time to trim the fat, concentrate the ships and weapons around the Yuri's void warfare doctrine. For example, the Enma Cannon Battery is going away soon (sort of) because despite being a large weapon, it is does not have the 'Artillery' feel, which is what the entire range should be.

I would also appreciate your input on this subject. For instance, I'd love to hear what those
Quote
fighters/missiles that drop feel overtuned when stuck on cheap pirate ships.
are. I have my own style of gameplay and I've designed everything around the different niches I wanted to fill in my fleet, so I'd like to hear how other players do it - how you outfit your ships, with what, how you fight, against what opponents, etc.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Valikdu on January 01, 2020, 05:20:51 PM
I'm having the consistent crash that was described earlier.

It happens either when going to the Command window (D) or when doing things (most often, when messing with the fleet doctrine, changing priorities and confirmign changes).

Code
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 01, 2020, 06:31:21 PM
I'm having the consistent crash that was described earlier.

It happens either when going to the Command window (D) or when doing things (most often, when messing with the fleet doctrine, changing priorities and confirmign changes).
Sorry, but at the moment, I can't offer a solution for this bug yet... However, I think I have narrowed down the problem to when the game generates an Aether Shawl in the fleet preview. You may sidestep this crashing issue by, for now, removing that ship from your fleet priorities while I try to figure out what is wrong.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Avanitia on January 02, 2020, 05:16:14 AM
If I remember correctly, issue is with variant's ID being wrong somewhere in files.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 04, 2020, 01:24:36 AM
I'm having the consistent crash that was described earlier.

It happens either when going to the Command window (D) or when doing things (most often, when messing with the fleet doctrine, changing priorities and confirmign changes).
Hey, sorry for the wait - here is the fix for this problem! Big thanks to Avanitia for pointing me in the correct direction!  ;D

Download variants fix (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_variants_fix.zip)

Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Khoi128 on January 08, 2020, 08:36:17 PM
Slight bug, when equipping a flux battery of any kind, the weapon flux indicator in the refit screen seems to bug out and display the total weapon flux as 0.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Bast on January 08, 2020, 09:35:55 PM
I wanted to say how much i love this faction and that i finally get pink ships to my tastes!.Also is there nny plans to add a flagship other than using the battlecruiser as one?

Ps : I loooove gundam and our totallly not gundam mech fighters
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 08, 2020, 11:22:30 PM
Slight bug, when equipping a flux battery of any kind, the weapon flux indicator in the refit screen seems to bug out and display the total weapon flux as 0.
Thanks for the report! I could have sworn I've fixed this before, but looking at the weapons_data, it seems I haven't done so at all! (though it's weird that I know exactly how to fix it...) Anyway, it seems to have been caused (strangely) by setting weapon damage to 0... Anyway, I set each weapon's damage/shot to 1 and the error was resolved.

I've uploaded the fixed weapons data here as a hotfix but please note first:

Please back-up your weapons_data before copying the fix as I may have made some major changes to my file already that might break the game without the other necessary files (that I can't upload right now! Sorry for the inconvenience!).

Download Utility Weapons Flux Display Fix (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_utility_weapons_ui_fix.zip)

I wanted to say how much i love this faction and that i finally get pink ships to my tastes!.Also is there nny plans to add a flagship other than using the battlecruiser as one?

Ps : I loooove gundam and our totallly not gundam mech fighters
Thank you very much! I'm always glad to hear that people are into the theme and color scheme!

As mentioned in the last update, there will likely be no more new ship classes coming to YRXP, and more so in the Capital Ship category. If ever I do come up with something to add, it will most likely be another small ship, as I want that to be the focus of the mod!

And if you liked playing with mechanized infantry, I think you'll love what's coming! Not very soon, I'm afraid, but here's a teaser:

Spoiler
(https://files.catbox.moe/kgmzpm.gif)
[close]
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Nanao-kun on January 09, 2020, 07:57:37 PM
Bug note, the Yuri Quarter provides defense bonus to the colony even when not built.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 10, 2020, 01:33:50 PM
Bug note, the Yuri Quarter provides defense bonus to the colony even when not built.
Ah, you're right, thanks for the report! Being a minor bug, and the fix requiring a new compiled .jar, I'll just release this fix along with the next update.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Bast on January 11, 2020, 07:25:59 AM
Slight bug, when equipping a flux battery of any kind, the weapon flux indicator in the refit screen seems to bug out and display the total weapon flux as 0.
Thanks for the report! I could have sworn I've fixed this before, but looking at the weapons_data, it seems I haven't done so at all! (though it's weird that I know exactly how to fix it...) Anyway, it seems to have been caused (strangely) by setting weapon damage to 0... Anyway, I set each weapon's damage/shot to 1 and the error was resolved.

I've uploaded the fixed weapons data here as a hotfix but please note first:

Please back-up your weapons_data before copying the fix as I may have made some major changes to my file already that might break the game without the other necessary files (that I can't upload right now! Sorry for the inconvenience!).

Download Utility Weapons Flux Display Fix (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_utility_weapons_ui_fix.zip)

I wanted to say how much i love this faction and that i finally get pink ships to my tastes!.Also is there nny plans to add a flagship other than using the battlecruiser as one?

Ps : I loooove gundam and our totallly not gundam mech fighters
Thank you very much! I'm always glad to hear that people are into the theme and color scheme!

As mentioned in the last update, there will likely be no more new ship classes coming to YRXP, and more so in the Capital Ship category. If ever I do come up with something to add, it will most likely be another small ship, as I want that to be the focus of the mod!

And if you liked playing with mechanized infantry, I think you'll love what's coming! Not very soon, I'm afraid, but here's a teaser:

Spoiler
(https://files.catbox.moe/kgmzpm.gif)
[close]

That is no problem at all, just was curious and yuuus more mechs <3. Now if i only can find more blueprints in my current run.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: shoi on January 11, 2020, 08:45:15 AM
the privateers haven structure/industry spawns pirate patrols before its actually fully constructed as well as giving you the income for it, is that bug?
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 12, 2020, 02:07:57 AM
the privateers haven structure/industry spawns pirate patrols before its actually fully constructed as well as giving you the income for it, is that bug?
The spawning part is a bug I've also taken care of along with the report above, but I don't think I can do anything about the income part - it seems to be vanilla behavior that income (as well as demand and upkeep, I believe) is immediately applied as soon a building is constructed, whereas supply and other effects can be turned on and off at will.

That is no problem at all, just was curious and yuuus more mechs <3. Now if i only can find more blueprints in my current run.
Happy hunting!
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Bast on January 14, 2020, 11:36:54 AM
Getting a Diable Avionics dreadnought with a combination of yuri weapons and theirs makes a very fearsome ship that my fleet can center around :D

Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 24, 2020, 05:24:49 AM
Big things are coming, and not just for this mod:

https://www.youtube.com/watch?v=4cJWfwaTYqo

Soon.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Mr. Nobody on January 24, 2020, 06:15:56 AM
premiere

There's being a tease and then there's full blown cruelty  ::)

EDIT: very interesting! Though that would also nullify the impact of upcoming change to the fleet limit where you start to expend exponentially more supplies... Not that it is necessarily a bad thing of course, also i wonder how that would interact with high OP ships capable of receiving both forge and any efficiency overhaul type hullmod, sitting on a planet and buying all it's stocks of raw materials in order to refine them at a profit only buying up some heavy machinery now and then
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 24, 2020, 02:13:01 PM
There's being a tease and then there's full blown cruelty  ::)
Haha, sorry for that - I thought I'd have it go up when most people were awake!

very interesting! Though that would also nullify the impact of upcoming change to the fleet limit where you start to expend exponentially more supplies...

Well, that is something to see for when that update hits (really, and exponentially? :o if anything, the manufactory would need a buff when that happens!)

Quote
also i wonder how that would interact with high OP ships capable of receiving both forge and any efficiency overhaul type hullmod, sitting on a planet and buying all it's stocks of raw materials in order to refine them at a profit only buying up some heavy machinery now and then

You could certainly do that! Roleplay as an independent refiner and nickel and dime your way into a profit! That said, I did give this a go (of course!) and found that it's more difficult than one would think - the sector economy system is at play, and the more raw materials you buy at one place, the more expensive they become and the more finished products you sell, the cheaper they get. Ultimately, after 'foraging' for a few cycles, you'll need to skip to the next market because your current home base has become unprofitable.

Emergent gameplay!  ;D
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: nocare on January 24, 2020, 06:21:18 PM
First love the mod, defiantly in the top 3 I use.

Second, possible bug, the Dreamland L air-launched torpedoes don't reliably go after the targeted ship instead often going after nearby targets. Could see as intended feature but its not in the description so idk

Third, less of a bug more of a usability problem, the burn drive off the carrier squadrons gets activated under sub-optimal conditions. Such as when the unit is set as regroup it will often just activate the burn drive as soon as it comes off cooldown only to then turn around as soon as the burn finishes to go back to the carrier.

fourth, to bad about no more capitals, I was hoping for an astral replacement. O well still a great mod.

Lasty, is there an intended way for the player to break into acquiring yuri ships and weapons?
I ask because the traditional methods of purchasing, steeling, and salvaging don't really seem to be options for yuri. Specifically buying generally doesnt offer most of the ships and only offers a decent weapons pool after many separate visits, cool no big. Bounties are a way, but trading-co bounties are rare for some reason.
On top of that ,when they do appear, unlike other factions (including mods) its hard to win a fight without some yuri ships of your own. I understand and like that first grueling battle where your trying to just get some tech and maybe a few ships so you can even the playing field for the next battle. However I find with yuri that even having capital ships against an enemy fleet with none is only a bonus if the capital is nearly pure PD as the yuri ships are too fast to catch before the missile swarm overwhelms the shields. Smaller ships just don't often have enough slots to fit enough PD to protect themselves until you get yuri style PD systems.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Kitfox88 on January 25, 2020, 02:06:21 AM
Do the homing lasers benefit from ECCM or is that exclusively various missiles?
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Mr. Nobody on January 25, 2020, 10:53:12 AM
Well, that is something to see for when that update hits (really, and exponentially? :o if anything, the manufactory would need a buff when that happens!)
Yep, over a certain fleet limit every ship costs x% more supplies to maintain with the penality becoming worse and worse with every additional ship. If i remember correctly, that is
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 25, 2020, 03:28:05 PM
First love the mod, defiantly in the top 3 I use.
Thank you very much! That's high praise given there are a lot of absolutely impressive mods around! (or perhaps you haven't run into all of them yet?)  ;D

It's a big post, so I'll run through each point below.

Quote
Second, possible bug, the Dreamland L air-launched torpedoes don't reliably go after the targeted ship instead often going after nearby targets. Could see as intended feature but its not in the description so idk
Hmm, the Dreamland arcs a little bit in its slow lurch towards its target - maybe it's just that? I'll take a look later to make sure, but I'm pretty sure that, just like all other Yuri missiles, it will only go after nearby targets if its original was already destroyed (a futile effort, because it's slow and clumsy).

Quote
Third, less of a bug more of a usability problem, the burn drive off the carrier squadrons gets activated under sub-optimal conditions. Such as when the unit is set as regroup it will often just activate the burn drive as soon as it comes off cooldown only to then turn around as soon as the burn finishes to go back to the carrier.
Hmm, yeah I notice that behavior sometimes too, but I guess that's because the vanilla burn drive AI isn't made for fighters, haha. Maybe in the future I'll make a better one for it!

Quote
fourth, to bad about no more capitals, I was hoping for an astral replacement. O well still a great mod.
Sorry! Gotta keep em small.

Quote
Lasty, is there an intended way for the player to break into acquiring yuri ships and weapons?
I ask because the traditional methods of purchasing, steeling, and salvaging don't really seem to be options for yuri. Specifically buying generally doesnt offer most of the ships and only offers a decent weapons pool after many separate visits, cool no big. Bounties are a way, but trading-co bounties are rare for some reason.
Hmm that's pretty much it, I'm afraid. Though the same could be said for most factions, really. But I think the problem is that the Yuri only has 1 planet and thus only 2 markets (open/military). I plan to change that in the next update!

Quote
On top of that ,when they do appear, unlike other factions (including mods) its hard to win a fight without some yuri ships of your own. I understand and like that first grueling battle where your trying to just get some tech and maybe a few ships so you can even the playing field for the next battle. However I find with yuri that even having capital ships against an enemy fleet with none is only a bonus if the capital is nearly pure PD as the yuri ships are too fast to catch before the missile swarm overwhelms the shields. Smaller ships just don't often have enough slots to fit enough PD to protect themselves until you get yuri style PD systems.
Oh! Thank you for this insight! I haven't had much chance to play against Yuri ships using vanilla, and I think what you said just now gives me an idea of what to do for the next-next balance run!

Do the homing lasers benefit from ECCM or is that exclusively various missiles?
AI-wise, there is no difference, but iirc, ECCM increases missile speed and turn rate, right? If so, since the lasers are actually 'missile' types, then they will benefit from that. In particular, the green laser because it's so slow.
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: fu12 on January 25, 2020, 10:17:08 PM
I've noticed that the AI tends not to shoot "over" ships when using the yuri mortars. I think its cuz the AI doesnt think the shell is actually a missile or something. Specifically only on ships. The ones on the firebases shoot as apparently intended. Though it could also be that I'm not supposed to have access to them, cuz i cheatyfaced possesion of guns.

Also the Sakura Splitter does not in fact have a range of 2000 because the shell detonates into the submunitions immediately out of the barrel from the Scorched Lily
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: Valikdu on January 28, 2020, 02:14:20 AM
Mining in Nex may actually become useful?
yes please
Title: Re: [0.9.1a] Yuri Expedition v.1.8.2 || Faction Pack || Patch 12/26 [YRXP]
Post by: creature on January 28, 2020, 02:01:35 PM
I've noticed that the AI tends not to shoot "over" ships when using the yuri mortars. I think its cuz the AI doesnt think the shell is actually a missile or something. Specifically only on ships. The ones on the firebases shoot as apparently intended. Though it could also be that I'm not supposed to have access to them, cuz i cheatyfaced possesion of guns.

Also the Sakura Splitter does not in fact have a range of 2000 because the shell detonates into the submunitions immediately out of the barrel from the Scorched Lily
Hmm, I'll check the AI's behavior with mortars in the future. It might be that, because there aren't (I think) non-friendly fire ballistic weapons in vanilla, that there are no AI provisions for this eventuality. Then again, there's the firebases...

As for the Sakura Splitter, I'll take a look too, but know that the shell has a sort of proximity fuze, so that it can shower targets in submunitions.

Mining in Nex may actually become useful?
yes please
Yes, indeed!   ;D
Title: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 01, 2020, 06:25:48 PM
Major Update 2.0.0
Reduction and Evolution
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_2.0.0.zip)

*Important: Before updating always make a save copy just in case!

(https://i.ibb.co/vPjJJBK/kahlua.png)



I. Major Changes

- Utility Weapons, Criminal Industries, the Literal Harpoon and Facewrecker Rocket are all removed from this mod and have been transferred to [YREX] Nijigen Extend (https://fractalsoftworks.com/forum/index.php?topic=17846.0). This update will BREAK YOUR SAVE unless you download and install that mod too!

- After 4-5 years, the Caparice Homeworld will receive an upgrade! This includes a new orbital fortress, Foron Kahlua, which serves as the new base of operations for Cypher Defense Co., a subfaction that consolidates all of Task Force Mikina ships. All Task Force Mikina mod ships have been assigned to that subfaction! Meanwhile, the homeworld will receive an upgrade, itself. It will receive an upgrade from Heavy Industry to Orbital Works with a Corrupted Nanoforge, a Military Base to High Command, and it will receive a custom building - Orbital Defense Array, which makes this already tough nut even tougher! This update works retroactively, so if you have an old save where more than 5 years have passed, and Caparice still belongs to the Yuri, the upgrade will immediately apply.



II. Ship and Balance Changes

- The Guardian (the missile one and the Task Force Mikina version) and Angel Wing ships have been removed from the Yuri ship list. Their old data still remains to avoid crashing, but they will no longer be available in the market nor in Yuri fleets.

The Guardian was removed because it had too many small missiles for its supposed role of a picket ship. The same goes for the Task Force Mikina version, but as for that one, I made an edit to its model and added a new version to the ship list.

The Angel Wing was removed because... well, I thought its sprite was a bit 'noisy', and had a lot of things jutting out and didn't look very pretty. Well, if you still have your Angel Wing, you can definitely keep using it!

In lore - all of these were just prototypes, so only a few were made (the ones you have!), but the mass production and improved ones superseded them.

- The Snowstorm missile frigate was given reduced OP. Now, you'll need to rely on the malus-giving +OP hullmods to fill a snowstorm to the brim with missiles, unless it's just skyflowers.

- Standardized Missile Racks now also  give -75% RoF when non-Yuri missiles are mounted. I didn't realize there were vanilla missiles that did not use the ammo system at all, and this is the answer to that.

- Dreamland Torpedoes now have a "vacuum" effect during the fusion phase, so frigates won't be able to escape damage by simply floating away.

- Homing Lasers have been given improved tracking.

- All Yuri battle cannons have been given different ammunition: They no longer use the APHE shells, as these have been given to Aria (https://fractalsoftworks.com/forum/index.php?topic=17847.0), along with the Enma Battery. Now, all Yuri battle cannons use APFSDS shells, which only increase Kinetic damage the closer the target is (but with greater effect).
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: ZeCaptain on February 01, 2020, 07:29:13 PM
Thanks for your continued (unpaid) work!

Edit:

63667 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YRXP (data\variants\aria_frigate_torpedo_pantherturm.variant)]
64662 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [aria_frigate_torpedo] not found!
java.lang.RuntimeException: Ship hull spec [aria_frigate_torpedo] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(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 thought It was just missing YREX but nope, it is still crashing.
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 01, 2020, 07:45:12 PM
Thanks for your continued (unpaid) work!

Did you forget something?
Oops! Sorry about that, there was a misplaced file! Fixed it now; please redownload v2.0.0!
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: ZeCaptain on February 01, 2020, 08:02:11 PM
Still not loading:

https://i.imgur.com/oZ6jJLM.png

I think you forgot something else.
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: TimeDiver on February 01, 2020, 08:12:14 PM
On another note: creature, why do you insist on stuffing every single file into the .jar archive? Only compiled .class files absolutely need to be inside one of those, along with a MANIFEST.MF file in the \META-INF\ sub-folder.

Addendum: Attempting to load the game with the very latest download, results in the following (I deleted the entire YRXP sub-folder and everything within):
Code
15229 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [aria_frigate_torpedo] not found!
java.lang.RuntimeException: Ship hull spec [aria_frigate_torpedo] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(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)
Thing is, I swear I saw that file in an earlier upload...
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 01, 2020, 08:27:17 PM
Still not loading:

https://i.imgur.com/oZ6jJLM.png

I think you forgot something else.
Sorry, that was an error in YREX, please redownload Nijigen Extend v.0.1.0 again!

On another note: creature, why do you insist on stuffing every single file into the .jar archive? Only compiled .class files absolutely need to be inside one of those, along with a MANIFEST.MF file in the \META-INF\ sub-folder.
Oh, I didn't know that! Thanks for the tip! I'll do so for future releases!
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 01, 2020, 08:30:05 PM
Thing is, I swear I saw that file in an earlier upload...
That was actually the problem! That file is for Arian Empire and shouldn't be in YRXP's folder! If you would check your data/variants folder and see if there is a file with an aria_ prefix, please delete those.
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: kn1ght38 on February 02, 2020, 05:44:51 PM
---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
Cause: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
Check starsector.log for more info.
---------------------------
OK   
---------------------------

What does it meaaaan
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 02, 2020, 06:55:39 PM
Hmm... there's certainly a problem with the upgrade to the Yuri home system.

Can you tell me how you came into this bug:

- Is it a new game or a loaded game?
- Were you in the Sola system when you loaded in? (if new game, and using Nexerelin, did you start with Yuri commission or not)
- Are you using randomized core worlds? <-- Unfortunately, if this is the case, I'm afraid I won't be able to help you for the time being. I must admit this is my fault for not indicating that YRXP is only being tested to work in Corvus mode (as it's the simplest)
- Are you loading in from a game where the Yuri don't exist? (e.g. started a game without YRXP, then added it)
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: kn1ght38 on February 02, 2020, 07:22:03 PM
- Are you using randomized core worlds? <-- Unfortunately, if this is the case, I'm afraid I won't be able to help you for the time being. I must admit this is my fault for not indicating that YRXP is only being tested to work in Corvus mode (as it's the simplest)

oh, yeah. I guess I'm just stupid.
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: Omnikuken on February 02, 2020, 07:45:44 PM
Crash to desktop loading an old game after Yuri update

205538 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [yrex_battery_high_tech_med] not found!
java.lang.RuntimeException: Weapon spec [yrex_battery_high_tech_med] not found!
   at com.fs.starfarer.loading.o00O.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getWeaponSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:388)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:362)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:357)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 02, 2020, 07:48:26 PM
Crash to desktop loading an old game after Yuri update

205538 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [yrex_battery_high_tech_med] not found!
Have you downloaded Nijigen Extend (https://fractalsoftworks.com/forum/index.php?topic=17846.0)? The flux batteries and other old YRXP extras were split off into their own mod! This means that if you want to continue a save that still has those, you need that mod too. (And you can enjoy them even if you don't want to play with YRXP!)
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 04, 2020, 02:38:19 PM
- The game crashed before I loaded into the map, I don't use nexerlin
Hmm, that's something that pops out to me. It shouldn't be a problem though - I'll take a look! Thank you for this report!
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: Antimony on February 07, 2020, 08:27:08 AM
Hi! First of all i want to say thanks for making this wonderful mod. My weeb dreams are finally realized.
I've been playing modded Starsector for a while now. Currently running a random Nex Caprice campaign, mainly using Yuri ships to make the Sector bend to it's knees.
So, I was setting up ship doctrine for my newly formed player faction, then a few clicks here and there on the Yuri ships list (Alletto designs in my case) led to this crash right here:

Spoiler
2504200 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
   at com.fs.starfarer.campaign.command.J.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Would you happen to know the cause of this bug? Or maybe even how to fix it?
Anyways, keep up the good work! Can't wait for next update.
EDIT: typo
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: TimeDiver on February 10, 2020, 04:30:23 PM
Getting an enormous amount of starsector.log spam, easily in the high double-digit megabytes, with the following text repeated endlessly:
Code
2292036 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:neutrino_floh_wing
2292036 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:yrxp_super_fighter_wing
2292037 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:yrxp_super_interceptor_wing
2292037 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:yrxp_super_fighter_fa_wing
2292037 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:diableavionics_zephyr_wing
2292037 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:diableavionics_valiant_wing
2292037 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:diableavionics_blizzaia_wing
2292037 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:neutrino_gepard2_wing
2292037 [Thread-4] INFO  data.scripts.hullmods.yrxp_MechBay  - CHECK HAS TAGL:diableavionics_raven_wing
And that was just for one carrier with that hullmod, which I admittedly modded to carry a full nine fighter wings.

EDIT: Seems you forgot to comment out line #153 of said file:

Code
		log.info("CHECK HAS TAGL:" + spec.getId() );
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 10, 2020, 05:59:58 PM
Hi! First of all i want to say thanks for making this wonderful mod. My weeb dreams are finally realized.
I've been playing modded Starsector for a while now. Currently running a random Nex Caprice campaign, mainly using Yuri ships to make the Sector bend to it's knees.
So, I was setting up ship doctrine for my newly formed player faction, then a few clicks here and there on the Yuri ships list (Alletto designs in my case) led to this crash right here:

Would you happen to know the cause of this bug? Or maybe even how to fix it?
Anyways, keep up the good work! Can't wait for next update.
EDIT: typo
First off all, thank you for your kind words! It makes me glad to hear the people enjoy the mod. ;D

As for the crash... unfortunately, the error log isn't telling me much, but it sounds somewhat similar to a bug report filed long ago that I still couldn't really find a solution for - do you perhaps have the Aether Shawl in your blueprints list, and if you do, did you also remove the default variants and input some custom ones? There is a crash I still don't know how to resolve when this is done, so I would discourage people from doing that - at least, just for that ship.

Getting an enormous amount of starsector.log spam, easily in the high double-digit megabytes, with the following text repeated endlessly:
Sorry about that! Bad habits die hard. This line will be gone in the next patch though (soon)!
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: Antimony on February 11, 2020, 06:41:37 AM
First off all, thank you for your kind words! It makes me glad to hear the people enjoy the mod. ;D

As for the crash... unfortunately, the error log isn't telling me much, but it sounds somewhat similar to a bug report filed long ago that I still couldn't really find a solution for - do you perhaps have the Aether Shawl in your blueprints list, and if you do, did you also remove the default variants and input some custom ones? There is a crash I still don't know how to resolve when this is done, so I would discourage people from doing that - at least, just for that ship.

Okay, we seem to be getting somewhere at least. I checked my save game again and it appears i don't have the Aether Shawl blueprint, so I don't think it's the cause of the problem. I have not modified the variants in this mod in any way either.

Because i had some free time i went and did some bug testing.
Several tests later it seems to somehow relate to the preview of the sample fleet from the doctrine menu. I pressed the randomize button a few times and sure enough the crash happened. Well, the log showed the crash a bit differently (it was shorter than last time) but here it is nonetheless (had to cut the log short because the forum gave me database errors):
Code
282257 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
at com.fs.starfarer.campaign.command.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
...

It had the similar lines as the last crash, particularly to these from the last crash:
Code
	...
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.command.J.updateSampleFleet(Unknown Source)
...
Maybe it has to do with a missing icon in the fleet composition preview?

===
Since I've also looked at my log files again, i though i might share some other bug i found. Though i'm not sure why no one has reported it yet since it's basically a big chunk of repeating errors at my log file, so it could just be me and a corrupt mod file.
Code
3630889 [Thread-4] ERROR com.fs.starfarer.combat.ai.ProximityFuseAI  - org.json.JSONException: JSONObject["range"] not found.
org.json.JSONException: JSONObject["range"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
...
A bit of digging tells me it has to do with weapons that have the Proximity Fuse AI in it. I'm not sure if i could see anything wrong with the code itself though since i have little to no experience in Java. I see no problems or glitches in battle with weapons using it though.

I could probably live with these bugs, but it could prove fatal or soul crushing for individuals like me who forgot to save their game after a long exploration, and decided they want a stronger patrol fleet.
Anyways, i would love to help fix these bugs in any way i could. I don't have much coding experience, but would a full log file help?
Thanks for reading my (somewhat long) post!
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 11, 2020, 11:25:29 PM
Okay, we seem to be getting somewhere at least. I checked my save game again and it appears i don't have the Aether Shawl blueprint, so I don't think it's the cause of the problem. I have not modified the variants in this mod in any way either.

Because i had some free time i went and did some bug testing.
Several tests later it seems to somehow relate to the preview of the sample fleet from the doctrine menu. I pressed the randomize button a few times and sure enough the crash happened. Well, the log showed the crash a bit differently (it was shorter than last time) but here it is nonetheless (had to cut the log short because the forum gave me database errors):
Hmm... not the Aether Shawl? Could you have the Mythril Cloak, then? Those two are really the only two ones that have complex systems connected to them... It might be too much to ask, but if you could spare some time - I'll be doing it myself eventually to try and solve this, but there is a method for figuring out which ship/ships is broken in that screen.

1) First, remove all ships from your priority/only set basic vanilla ships. Save a copy here so you have somewhere to go back to just in case.

2) Next, put 1/2 of all Yuri ship blueprints you know of as priority. This will make them spawn in the preview screen (this is the part that causes the crash in that screen. Cycle the preview screen maybe 10-20 times and see if it crashes.

3) If it doesn't crash, the broken ship is on the other 1/2. Repeat step 2 on that.

4) If you find the 1/2 that crashed, remove 1/2 of the ships in that list. It doesn't matter which, we're basically finding them via elimination. Then, cycle the preview again and see if it crashes. Repeat step 2 on that smaller list.

5) Do these steps until you boil down the broken ship candidates to maybe 1 or 2 (oh, and also make sure to remove non-vanilla weapons/fighters from priority too, in case those are the ones causing the crash).

6) Knowing those 1 or 2 candidates will really help me figure out what is wrong and why, but sometimes, there are scenarios I don't really know how to fix even if I knew what ship is bugged, like the strange crash in this same screen for the Aether Shawl, if you removed its default variants and replaced them with custom ones. So fingers crossed.

Since I've also looked at my log files again, i though i might share some other bug i found. Though i'm not sure why no one has reported it yet since it's basically a big chunk of repeating errors at my log file, so it could just be me and a corrupt mod file.
Code
3630889 [Thread-4] ERROR com.fs.starfarer.combat.ai.ProximityFuseAI  - org.json.JSONException: JSONObject["range"] not found.
org.json.JSONException: JSONObject["range"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
...
A bit of digging tells me it has to do with weapons that have the Proximity Fuse AI in it. I'm not sure if i could see anything wrong with the code itself though since i have little to no experience in Java. I see no problems or glitches in battle with weapons using it though.

I could probably live with these bugs, but it could prove fatal or soul crushing for individuals like me who forgot to save their game after a long exploration, and decided they want a stronger patrol fleet.
Anyways, i would love to help fix these bugs in any way i could. I don't have much coding experience, but would a full log file help?
Thanks for reading my (somewhat long) post!
This one seems to be a bug on the vanilla code... "com.fs.starfarer.<whatever>" is a quick way to tell. That said, I do use a lot of Proximity Fuses in YRXP. Does it cause a game crash, by the way? From your comment, it seemed like you didn't really notice it till now, so maybe it doesn't, in which case that might explain why nobody has ever reported it - nobody would see its error (or its effect if it even does anything) otherwise.

And thank you for the bug reports, by the way! Sorry the mod's gotten rather unstable as it grew.  :'(
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 11, 2020, 11:29:20 PM
Yuri Expedition v.2.1.0 is coming very soon! I've got something pretty fun in store!

Take a peek at what's coming here:

https://www.youtube.com/watch?v=FmYBghKp1us

Demo goes live on 7:30 AM EST!
Title: [0.9.1a] Yuri Expedition v.2.1.0 || Faction Pack || Update 02/12 [YRXP]
Post by: creature on February 12, 2020, 04:47:44 AM
Update 2.1.0
Shrinking and Expanding
DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_2.1.0.zip)

*Important: Before updating always make a save copy just in case!

https://www.youtube.com/watch?v=FmYBghKp1us



I. New Features

- New Forge Hullmod!

(https://i.ibb.co/hgk3CH0/yrxp-ship-mall.png) Interstellar Mall

Furnishes a fully functional shopping mall in the space otherwise allocated for a ship forge.
Being an external market, the goods traded here are exempt from any tariffs apart from those set by the ship's owner.
Apart from the income, these facilities also provide a place for crew members to relax, increasing CR recovery rate by 50%.


This hullmod allows you to sell civilian goods at a profitable price, and without paying exorbitant tariffs! The only downside is that customers will only buy so many everyday, so you'll have to wait for the stocks to deplete, rather than sell them all wholesale!

To do so, just orbit the planet you want to sell to and just wait for the day to end - then you'll see how much you sold. (Demonstrated at the video in the header, later half)

The prices, number of buyers and therefore your profit all depend on many intertwined factors! These include:

- The supply and demand in the planet you're selling to - Nobody's willing to buy Volturnian Lobster at a high markup on Volturn itself!
- Your reputation with the faction owning the planet - They can put pressure on you, or your customers in various ways to constrict your cash flow!
- The ship's CR - Customers won't buy from a poorly maintained ship and demoralized service crew!
- The legal status of commodities - The tight clamp on goods that come in and out of your mall is a double-edged sword!
- The ship size - a bigger mall can pack a bigger crowd at any one time!

But of course, you won't be making a single credit if you don't have goods to sell. These are what can be sold through the ship mall:

(https://i.ibb.co/kQpwtr5/goods.png) Domestic Goods

(https://i.ibb.co/5r6pvp0/luxurygoods.png) Luxury Goods

(https://i.ibb.co/DVgxsyX/lobster.png) Volturnian Lobster

(https://i.ibb.co/qW0mSPP/yrxp-cd.png) Pop Music Singles

(https://i.ibb.co/BqLF0wP/yrxp-fashion.png) Xenofashion

Some goods can be sold at a higher price than others! In particular, the most commonly bought produce are Domestic Goods, but are also rather cheap. Those might be good to stockpile in the early game so you can have a steady cashflow later!

- New Ship!

But it's not here!

Check the new Star Promenade (https://fractalsoftworks.com/forum/index.php?topic=17952.0) minimod to get it! There's a good reason for it, promise! Check it out! (https://fractalsoftworks.com/forum/index.php?topic=17952.0)



II. Changes

- FINALLY Fixed bug with retreating when using drone launchers/firebases.

Big thanks to Alex for this! It made it really annoying to play the way I intended (short, retreating skirmishes) because the units that would be the rearguard (the drones and firebases) were the primary cause of this error.

- Removed eggshell drone and drone MLRS from Yuri list. Also removed the Drone Controller ship.

This is because the drones seemed kind of ugly, and when spawned en-masse (their intended usage), they really tank performance. I mean, the missiles alone already do that, so I feel having two things in the mod that tank FPS might be a bit too much...

- Reduced Firebase count to 1, while adding 2 more types of firebase.

The firebases seemed rather weak when deployed in 1s or 2s, but they're the sort of thing that really hits critical mass when you deploy 10 or more. Before, that meant just 3-4 Sapper ship (3 each) could really ruin your opponent's day, while just having 1 is kind of underwhelming. The system I figured to try and resolve this is to make each firebase a bit better (introducing 2 new types of weapons for them - A Raiko Artillery and A Hailstorm MLRS, plus improving the fire rate of the existing Mortar firebase), but make each Sapper ship only drop 1 of them. This means that while a significant investment into Sapper ships will be required to hit critical mass, having 1 or 2 ships in your backline will suffice to accomplish their intended role - artillery fire support.

- Reduced HP and armor of all mech infantry, removed all flak jackets except for Assault Sappers.

This puts them slightly in line with Aria's infantry. Yuri Mechs are, in general more versatile and more heavily armed than an Arian mech, but the latter can be deployed en-masse and are very cheap, OP-wise.

Or, at least, that's how I envision them to be. I hope the balance changes reflect this vision.
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 12, 2020, 04:50:01 AM
you saw nothing
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: Antimony on February 12, 2020, 07:09:48 AM
Hmm... not the Aether Shawl? Could you have the Mythril Cloak, then? Those two are really the only two ones that have complex systems connected to them... It might be too much to ask, but if you could spare some time - I'll be doing it myself eventually to try and solve this, but there is a method for figuring out which ship/ships is broken in that screen.

1) First, remove all ships from your priority/only set basic vanilla ships. Save a copy here so you have somewhere to go back to just in case.

2) Next, put 1/2 of all Yuri ship blueprints you know of as priority. This will make them spawn in the preview screen (this is the part that causes the crash in that screen. Cycle the preview screen maybe 10-20 times and see if it crashes.

3) If it doesn't crash, the broken ship is on the other 1/2. Repeat step 2 on that.

4) If you find the 1/2 that crashed, remove 1/2 of the ships in that list. It doesn't matter which, we're basically finding them via elimination. Then, cycle the preview again and see if it crashes. Repeat step 2 on that smaller list.

5) Do these steps until you boil down the broken ship candidates to maybe 1 or 2 (oh, and also make sure to remove non-vanilla weapons/fighters from priority too, in case those are the ones causing the crash).

6) Knowing those 1 or 2 candidates will really help me figure out what is wrong and why, but sometimes, there are scenarios I don't really know how to fix even if I knew what ship is bugged, like the strange crash in this same screen for the Aether Shawl, if you removed its default variants and replaced them with custom ones. So fingers crossed.

Spoiler
(https://i.ibb.co/vL9jJtm/screenshot041.png)
[close]
Okay, so I found the candidates. Here's a screenshot of what it my screen looked like.
Again, did not have Aether Shawl nor the Mithril Cloak's. Wish I had their blueprints to use though, very tanky ships in my run.
So, anyways, through your proposed method of elimination, I have the main culprit.

It's the Guardian Angel. dang i wanted this on my fleet so bad, i had hoped it was the one with the least problems
This ship crashed after cycling the preview screen only once or twice. The others can go through tens of cycles without a hitch, both individually and while selecting multiple ships (excluding this ship). Why though, I have no real clue. Just a few gut feelings and hunches.
Maybe because the Guardian Angel is complex? It has shields and all that. I'm at a dead end, and the log file won't explain much.

This one seems to be a bug on the vanilla code... "com.fs.starfarer.<whatever>" is a quick way to tell. That said, I do use a lot of Proximity Fuses in YRXP. Does it cause a game crash, by the way? From your comment, it seemed like you didn't really notice it till now, so maybe it doesn't, in which case that might explain why nobody has ever reported it - nobody would see its error (or its effect if it even does anything) otherwise.

And thank you for the bug reports, by the way! Sorry the mod's gotten rather unstable as it grew.  :'(
Well, as far as I could remember, I had no crashes related to battles at all! So good news on that front. I have to say the experience of seeing an entire screen with text of repeating error messages on the log was quite jarring though. Since there's no fixing that at the moment, and it's not causing any visible ingame problems, I think we could ignore this "bug" for now.

I will keep reporting to the best of my ability of any possible bugs that might arise. I hope this would make for a more enjoyable Starsector experience.
Thanks for reading again, I hope I'm not posting here too often.
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: creature on February 12, 2020, 01:39:04 PM
Spoiler
(https://i.ibb.co/vL9jJtm/screenshot041.png)
[close]
Okay, so I found the candidates. Here's a screenshot of what it my screen looked like.
Again, did not have Aether Shawl nor the Mithril Cloak's. Wish I had their blueprints to use though, very tanky ships in my run.
So, anyways, through your proposed method of elimination, I have the main culprit.

It's the Guardian Angel. dang i wanted this on my fleet so bad, i had hoped it was the one with the least problems
This ship crashed after cycling the preview screen only once or twice. The others can go through tens of cycles without a hitch, both individually and while selecting multiple ships (excluding this ship). Why though, I have no real clue. Just a few gut feelings and hunches.
Maybe because the Guardian Angel is complex? It has shields and all that. I'm at a dead end, and the log file won't explain much.
Hm? Basing on the spoilered image it seems the only two unprioritized ships are the Guardian Angel and Honeycomb - is this right? I'm worried that you might have gone about it the other way around, but it could also be that all the prioritized ships are the ones that do work.

In any case, that's an interestingly short blueprint list, with none of the obvious candidates I was suspecting. If it's just these, then maybe I could take a look! Thank you very much for your help!
Title: Re: [0.9.1a] Yuri Expedition v.2.1.0 || Faction Pack || Update 02/12 [YRXP]
Post by: KoolAidWizard on February 12, 2020, 05:01:23 PM
Love this mod, thanks for making/sharing it!
Title: Re: [0.9.1a] Yuri Expedition v.2.1.0 || Faction Pack || Update 02/12 [YRXP]
Post by: creature on February 12, 2020, 06:38:39 PM
Love this mod, thanks for making/sharing it!
I'm glad you enjoy playing it! I also enjoy making it! This is how I entertain myself nowadays.
Title: Re: [0.9.1a] Yuri Expedition v.2.0.0* || Faction Pack || Major Update 02/02 [YRXP]
Post by: Antimony on February 13, 2020, 05:51:30 AM
Hm? Basing on the spoilered image it seems the only two unprioritized ships are the Guardian Angel and Honeycomb - is this right? I'm worried that you might have gone about it the other way around, but it could also be that all the prioritized ships are the ones that do work.

In any case, that's an interestingly short blueprint list, with none of the obvious candidates I was suspecting. If it's just these, then maybe I could take a look! Thank you very much for your help!

Well, at first i had thought The Honeycomb caused the problem too, but then i went back to double check again. Turns out it didn't, and last time it was by sheer luck the game had crashed (I had not selected enough vanilla blueprints, so it probably had picked the Guardian Angel by luck and crashed the game).
The Honeycomb is clear as far as i can tell. I was too lazy to take another screenshot and upload it, so sorry if it caused a a bit of confusion.

Anyways, can't wait to see what you could find out about it. Hopefully a fix is on the way.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.0 || Faction Pack || Update 02/12 [YRXP]
Post by: Kain on February 14, 2020, 05:52:28 PM
Seems to cause a crash on campaign generation for me.
I might have too many mods installed, I'm not sure.

It seems to load it but then:

Code
163849 [Thread-4] INFO  com.fs.starfarer.campaign.econ.A  - Loading star system: yrxp_homeplate.json
163865 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: K:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YRXP (data\campaign\econ/yrxp_homeplate.json)]
163883 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
164033 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
164033 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
164067 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
java.lang.RuntimeException: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
... 14 more

Any known mods might cause this? Or any idea how to fix it?
I have the latest lazy, graphics and magic libs.
(https://i.imgur.com/v4m2t21.png)
Title: Re: [0.9.1a] Yuri Expedition v.2.1.0 || Faction Pack || Update 02/12 [YRXP]
Post by: Pandora on February 16, 2020, 11:02:37 PM
Spoiler
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
java.lang.RuntimeException: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
[close]
When I try to start a new game using this mod I can't get past allocating skill points to my character. And once I'm spat out of the game, I get an error window relating to that specific error there. Since I'm no coder, I can't hope to understand how to even BEGIN fixing this, so I decided to leave a message with the hopes that someone will see it and take pity upon me and my woes.

I am running this mod, the 3 Main Mod Libraries (magic, graphics, etc), the girls frontline portrait pack and lastly Nijigen Extend.
I really loved the look of this mod, and would hate to have to drop it. If anyone has even a hint of how to fix this one, please respond to my hyperspace distress beacon!

In this next spoiler I will be adding the error parts of the log in full... BEWARE TEXT WALL
Spoiler
5894 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [yrxp_DECO_ma_upper_arm_right] not found in weapon_data.csv
5894 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [yrxp_DECO_ma_upper_arm_left] not found in weapon_data.csv
7475 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
7475 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv
32584 [Thread-4] ERROR data.scripts.plugins.MagicAutoTrails  - Invalid line, skipping
68786 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
java.lang.RuntimeException: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
[close]
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Patch 02/17 [YRXP]
Post by: creature on February 16, 2020, 11:53:36 PM
When I try to start a new game using this mod I can't get past allocating skill points to my character....

Seems to cause a crash on campaign generation for me.
I might have too many mods installed, I'm not sure.
Hi, sorry for the delay! I've been busy pushing another update to Aria!  :o

I think I've received another report like this before, so can you both please confirm if you're using Random Sector generation? It's important that this is the case for both of you because I've went ahead and finally made a patch for YRXP to work in random mode (removing the dynamic growth for the Yuri home system if playing in that mode), but if isn't the case, then I'll have to ask for some more info.

Download patch 2.1.1 here! (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_2.1.1.zip)

Anyways, can't wait to see what you could find out about it. Hopefully a fix is on the way.
Thank you for your help! I'll try to see what's gone wrong with them. By the way, have you tried deprioritizing weapons and fighters too? There's really no way to tell, but it's also a possibility. In any case, since those two ships have been isolated, I suggest just keep them deprioritized while I'm looking into it! Can I assume there aren't any other systems affected by this same error? Related systems would be player ship production and spawning of those ships in AI fleets and the market.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Patch 02/17 [YRXP]
Post by: TimeDiver on February 17, 2020, 12:22:43 AM
Download patch 2.1.1 here! (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_2.1.1.zip)
Um, is v2.1.1 supposed to be missing the '\mods\YRXP\data\campaign\rules.csv' file?
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Patch 02/17 [YRXP]
Post by: creature on February 17, 2020, 01:03:44 AM
Um, is v2.1.1 supposed to be missing the '\mods\YRXP\data\campaign\rules.csv' file?
Ah, yes. I forgot that I removed it before when I was playtesting Aria when I found that the rules were affecting other factions, and I didn't really want to deal with it right now. It shouldn't cause any crashes, though! (fingers crossed)
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Pandora on February 17, 2020, 04:36:08 AM
NEVER MIND! Apparently Nexerelin is REQUIRED to play this mod... I don't know why though... There have been no new errors with the same mod loadout as the previous post with only the addition of Nexerelin as a last ditch effort.

I didn't want my game experience so heavily changed, but oh well, I take what I can get I guess.

Corvus start BTW.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Pandora on February 17, 2020, 10:42:58 AM
It would seem that removing the Econ folder completely DOES fix the problem of startup, but now I can't find the Yuri planet anywhere.

When I remove that folder, can I still have access to the ships they provide? Their missions? Or was this "Fix" just a bad connection just waiting to catch on fire?
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: creature on February 17, 2020, 02:17:29 PM
NEVER MIND! Apparently Nexerelin is REQUIRED to play this mod... I don't know why though... There have been no new errors with the same mod loadout as the previous post with only the addition of Nexerelin as a last ditch effort.

I didn't want my game experience so heavily changed, but oh well, I take what I can get I guess.

Corvus start BTW.
Oh... ah! I see why!

The code that spawned the Yuri homeworld was locked behind a Nexerelin start, but the script to update it wasn't (what I fixed in that last patch - put them together under Nexerelin). This meant that without Nex, the Yuri homeworld didn't spawn, but the script still ran, i.e. hard crash.

I *think* you can try playing without Nexerelin if you've got the newest patch, but I'm not sure. I always play with it on, you see!

I hope you enjoy tour game either way!  ;D
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: fu12 on February 17, 2020, 03:55:24 PM
You may want to update the title page download link. It gives a link to 2.1.0 not 2.1.1. Or maybe you forgot to rename the file? iono
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: creature on February 17, 2020, 03:57:59 PM
You may want to update the title page download link. It gives a link to 2.1.0 not 2.1.1. Or maybe you forgot to rename the file? iono
Ah, thank you for catching this! The link has been fixed now.  :)
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Pandora on February 17, 2020, 07:14:31 PM
Hmm, I'm sorry to bother again, but I still can't start a new game. Even after deleting the old YRXP and putting in the new one instead...

It gives me the same error.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: creature on February 17, 2020, 08:20:51 PM
Hmm, I'm sorry to bother again, but I still can't start a new game. Even after deleting the old YRXP and putting in the new one instead...

It gives me the same error.
Hmm, did you perhaps download the update from the main post before maybe 2 hours ago? Because I made a mistake and instead of linking it to 2.1.1, I linked it to the old 2.1.0 instead.  :P

If not... may I suggest trying to play with Nexerelin? Since that seemed to fix your problem the first time.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Pandora on February 17, 2020, 08:27:47 PM
It shows up on the modlist as YRXP 2.1.1 so I believe that IS in fact the right download and starsector isn't trying to gaslight me.

well, if this problem can't be solved there is nothing more to do then. I don't want to play it with Nexerelin to begin with because I would really REALLY enjoy the other starts that are available through mods. Like Varya's sector starts...

Don't worry though, what I did get to see when I went through with a few minutes in nexerelin have made it worth it to simply wait until a patch is available. Thanks for the understanding and see yall next update!
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Hasp on February 18, 2020, 04:27:06 AM
Heya. Pretty new to actually trying Yuri, it looks pretty nice and I like a lot of the mechanics it's got going on. There's one thing about it that's bothering me a ton though: all the missiles have mounting graphics (like, how it's supposed to look once mounted on a ship), but a lot of those missile graphics don't seem to work visually when on a ship.

I am running Diable and Yuri at once (among other mods), and the graphic that replaces the missile looks like the the Diable Micro Missile. I'm not sure if this is an incompatibility, or some sort of weird graphical bug, but I would love to see all the missiles actually, well, look like how their art is supposed to look while mounted on a ship.

(https://i.fiery.me/cbwD3.png)

Here's a picture showing what I mean.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: creature on February 18, 2020, 04:34:57 AM
Heya. Pretty new to actually trying Yuri, it looks pretty nice and I like a lot of the mechanics it's got going on. There's one thing about it that's bothering me a ton though: all the missiles have mounting graphics (like, how it's supposed to look once mounted on a ship), but a lot of those missile graphics don't seem to work visually when on a ship.

I am running Diable and Yuri at once (among other mods), and the graphic that replaces the missile looks like the the Diable Micro Missile. I'm not sure if this is an incompatibility, or some sort of weird graphical bug, but I would love to see all the missiles actually, well, look like how their art is supposed to look while mounted on a ship.

(https://i.fiery.me/cbwD3.png)

Here's a picture showing what I mean.
Ah, right, that's a little holdover from when the mod was starting out! I used Diable as a base, and began replacing assets here and there and I never really got around to doing that one (mostly because Yuri ships don't have visible hardpoints). But thanks for reminding me, I'll swap it out with something now come the next patch. I'll note it down this time so I don't forget.

For now, uh... please don't mind it. Thankfully, the cargo icon shows the turret image so it won't be too confusing.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Hasp on February 18, 2020, 05:14:43 AM
Ah, right, that's a little holdover from when the mod was starting out! I used Diable as a base, and began replacing assets here and there and I never really got around to doing that one (mostly because Yuri ships don't have visible hardpoints). But thanks for reminding me, I'll swap it out with something now come the next patch. I'll note it down this time so I don't forget.

For now, uh... please don't mind it. Thankfully, the cargo icon shows the turret image so it won't be too confusing.

That makes sense. I guess it's a good thing I caught it and mentioned it! :D I look forward to seeing everything look pretty once you fix it up.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Hasp on February 18, 2020, 05:33:54 AM
Oh, another bug to report: the Candy Brittle Asteroid Haulers cause a crash when you try to deploy them in combat because the ships do not have a ship system. It throws an error saying "ship system cannot be null," or something very similar. Me and my friend circumvent this by going into the code manually and just giving them Flare Launchers, but I figured you might want to know.  ;D
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: creature on February 18, 2020, 01:30:18 PM
Oh, another bug to report: the Candy Brittle Asteroid Haulers cause a crash when you try to deploy them in combat because the ships do not have a ship system. It throws an error saying "ship system cannot be null," or something very similar. Me and my friend circumvent this by going into the code manually and just giving them Flare Launchers, but I figured you might want to know.  ;D
Huh, that's interesting... Why would that cause a crash? Even if I try to activate a shipsystem of a ship that doesn't have it, nothing would happen, but it definitely wouldn't crash. Were you using some sort of ship/hulllmod that references ship systems?
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Hasp on February 19, 2020, 02:04:08 AM
Huh, that's interesting... Why would that cause a crash? Even if I try to activate a shipsystem of a ship that doesn't have it, nothing would happen, but it definitely wouldn't crash. Were you using some sort of ship/hulllmod that references ship systems?

No, not at all. The game just seems to have a desperate issue with them not having any ship systems when you try and deploy them to battle. I can't really say why, especially considering you can deploy them to simulations without issue.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: creature on February 19, 2020, 04:20:06 AM
Huh, that's interesting... Why would that cause a crash? Even if I try to activate a shipsystem of a ship that doesn't have it, nothing would happen, but it definitely wouldn't crash. Were you using some sort of ship/hulllmod that references ship systems?

No, not at all. The game just seems to have a desperate issue with them not having any ship systems when you try and deploy them to battle. I can't really say why, especially considering you can deploy them to simulations without issue.
Hmm, I'll give them a double check, but I'm sure I played with them in a normal campaign before, since their asteroids fulfill the role of meat shield for the early-mid game...
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: tindrli on February 19, 2020, 12:08:26 PM
sorry if im blind but is there a changelog for 2.1.1.?
cant see it
thanx for this great MOD
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: creature on February 19, 2020, 01:42:43 PM
sorry if im blind but is there a changelog for 2.1.1.?
cant see it
thanx for this great MOD
Thanks for the kind words! 2.1.1 is an *extremely* minor patch that ought to have let YRXP work with randomized sector generation... but based on the above, that didn't quite work out. Nothing else.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Ookami on February 19, 2020, 05:41:00 PM
Hey there! I've decided to pick up starsector recently, and I noticed your mod! I really like bullet hell games, so your faction seemed like it would be a lot of fun!

But... I can't play with it! I am not running any other mods beyond the libraries that are said to be necessary. Am I just missing something??

I really would like to able to play with these ships, but even if I choose to skip the tutorial and spawn on a system that already has been unlocked, but I can't get past the loading screen...
Title: Re: [0.9.1a] Yuri Expedition v.2.1.1 || Faction Pack || Update 02/17 [YRXP]
Post by: Pandora on February 19, 2020, 09:44:38 PM
Hey there Mr.Author! It's me again!!  ::)

But this time I have something that is NOT because of my game, I think...

Spoiler
5217 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [yrxp_srm_37] not found in weapon_data.csv
5217 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [yrxp_DECO_ma_upper_arm_right] not found in weapon_data.csv
5217 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [yrxp_DECO_ma_upper_arm_left] not found in weapon_data.csv
[close]

These guys up there are all missing from the .CSV file! And I think they were the cause of the Fatal:null error I got...
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Update 02/20 [YRXP]
Post by: creature on February 20, 2020, 02:30:13 AM
Hi, thank you both for your reports! And I've got some good news, well for you at least. My Total War Warhammer campaign finally crashed, corrupting my save, and to deal with the frustration, I've gotten off my butt to really deal with these new issues.

But... I can't play with it! I am not running any other mods beyond the libraries that are said to be necessary. Am I just missing something??
First off this. I think you are getting the same error was Pandora was a few days ago, since there was an issue with the mod starting without Nexerelin. I think I've finally gotten around to really fixing that this time. Read further below.

These guys up there are all missing from the .CSV file! And I think they were the cause of the Fatal:null error I got...
Huh, these are unused weapons, but it's weird that they didn't throw errors when I was testing. In any case, I deleted their data off, so they shouldn't be an issue.

The fixes I mentioned above are here:

Download Patch 2.1.2 (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_2.1.2.zip)

- Fixed unecessary dependency on Nexerelin
- Removed unused weapons

This patch should fix your problems!  :)
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Pandora on February 20, 2020, 06:27:05 AM
You freaking beautiful creature you! It works great so far!

Thanks for the patch  ;D

Now I can have my waifu ships and do absolutely nothing with them, cuz I don't wanna hurt them or the waifu captains  :-[
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: NightmareXFA27 on February 23, 2020, 03:48:28 AM
im having trouble downloading YRXP and YREX due to my annoying security problem, so im asking if you can upload these two mods to an alternate upload site please.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Pandora on February 23, 2020, 06:39:32 AM
What do you mean by security problems? Does your browser not allow downloads from bitchute?
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: NightmareXFA27 on February 23, 2020, 06:58:37 AM
What do you mean by security problems? Does your browser not allow downloads from bitchute?
For whatever reason (starting today) I cant connect to bitchute apparently it uses outdated or unsafe tls security settings,
I do however have a older version of yrxp but I cant update it because of this, and I haven't found any ways to get around this... yet.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on February 23, 2020, 03:02:51 PM
im having trouble downloading YRXP and YREX due to my annoying security problem, so im asking if you can upload these two mods to an alternate upload site please.
Here you go, I hope Nexusmods works for you:

< ... link removed ... >

I just piggybacked off Aria's mod page since I don't really want to make one for YRXP yet. Just scroll down to the optional files and you should see both mods on there!
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: GigaVivian on February 24, 2020, 08:14:56 PM
Have a bit of an issue/question. Tried to "fix" my new Raven ship's inherently poor shields, by straight up removing them with Ships & Weapons' Shield bypass. But it does not let me add it, as shown in this image: https://cdn.discordapp.com/attachments/353869735374356491/681712247398990065/unknown.png

Was this intentional since it circumvents the ship's Weakness? If not, any idea what could be stopping it, when (seemingly) other shield mods can be applied? Lastly is there a simple way I can fix this myself (if not reasonably intentional) and cannibalize the bad shields with Shield Bypass?
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Pandora on February 24, 2020, 09:42:49 PM
you will have to mess with the CSV files on the YRXP mod for you to change that little requirement. I did this to stop that horrid debuff with any missile not Yuri made.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: GigaVivian on February 24, 2020, 10:29:23 PM
you will have to mess with the CSV files on the YRXP mod for you to change that little requirement. I did this to stop that horrid debuff with any missile not Yuri made.

Forgive me but, mess with what exactly? I'm looking in the hull_mods.csv, and I have no idea what does what in here. Other than the OP costs per ship size being self-explanatory (I think DX). Just want to know what exactly I would need to do to be able to use Shield Bypass over Imported Shield.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Pandora on February 25, 2020, 05:14:44 AM
Sorry, I meant to say the .java files. Just open them up with a notepad++ or equivalent and find the name of the module you want to change.

They should be right next to the folder with the csv files, so I got turned around.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on February 25, 2020, 05:17:35 AM
Have a bit of an issue/question. Tried to "fix" my new Raven ship's inherently poor shields, by straight up removing them with Ships & Weapons' Shield bypass. But it does not let me add it, as shown in this image: https://cdn.discordapp.com/attachments/353869735374356491/681712247398990065/unknown.png

Was this intentional since it circumvents the ship's Weakness? If not, any idea what could be stopping it, when (seemingly) other shield mods can be applied? Lastly is there a simple way I can fix this myself (if not reasonably intentional) and cannibalize the bad shields with Shield Bypass?
Perhaps this is because Shield Bypass requires the ship have a shield first before it's mounted (internally, the ship doesn't have one, the 1.4 efficiency shield is added via mod - maybe this is how the mod resolves this). If you wish to mod the ship yourself, you can go into the yrex_aegis_cruiser_raven.ship file and remove the "yrxp_ImportedShieldGenerator", line off its hullmods.

That should give you a ship with no shields, but one on which you can mount the Makeshift Shield generator and even Hardened Shields after that.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: GigaVivian on February 25, 2020, 06:42:10 PM
Awl was hoping to somehow force the Hullmods to work together and get the Shield Bypass bonus of 50% more Flux Dissipation. Which is a bit underwhelming but better than having a bad shield that the (Officer) AI will overload themselves with. But I'll take removing the Hullmod as that will help the enemy AI not do the same. Personally like the Prospect of high risk, and (sometimes) High armor, no shield ships instead of crappy shield ships prone to overloading. Thanks to both you and Pandora for the help.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Garafetdin on February 28, 2020, 05:00:26 PM
First of all, great mod overall, special thank you for the latest nerf of Koppepans (before the nerf, invasion fleet chains were unbearable, now you can at least try to seek and destroy them). Since Last Smile missiles are a relatively recent addition, I'd like to ask wether the fact that they are always equipped on battle stations is your deliberate design choice or is it just the way the game handles battle stations and blueprints? I am saying this because repeatable missile autoforge breaks them. I legitemitely have no clue how to beat them without forcing Nexerelins autoresolve for invasion fleets (Maybe 5 paragons can do it, because of fortress shield, but even then, I'm not sure if that will work). If it's by design, then how do you envision a strategy that wins this battle? And if not, then maybe increasing the refire delay would solve the balance issue?
Then again, maybe the only thing that has to be done by someone in this situation is that I have to git gud, idk.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: KoolAidWizard on March 05, 2020, 04:21:00 PM
Past couple days I have been getting an error with version checker for Yuri and Nijigen, thought I would bring it to your attention.  Screen cap attached.  Cheers!



[attachment deleted by admin]
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Space Dynamics on March 13, 2020, 10:14:01 AM
Just wanted to say I love the ships in this mod. I find the OE-360 Whispering Grass pretty intimidating with the lightning randomly lashing out of it. Cool!
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: DrHermelin on April 20, 2020, 11:06:03 AM
I've noticed that my main colony somehow gains additional defense from "Yuri Quarter", even though I've never built anything like it.
Feels like a weird bug to me.

[attachment deleted by admin]
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on April 21, 2020, 12:46:10 AM
Hmm, how strange... well, to be honest, the new industries have gotten a plethora of bug reports, and I'm really sorry about that! Unfortunately, I'm not currently working on the mod, but rest assured that I will take a good look at them when the time comes!
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: NightfallGemini on April 27, 2020, 04:04:48 PM
So I didn't see this anywhere else, but the Raven-class cruiser seems to be bugged; it either shows up destroyed when brought into battle or all of the weapons mounted on its armor break and don't seem to repair. This doesn't impact it when the enemy uses them, but only the player.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on April 27, 2020, 05:05:41 PM
So I didn't see this anywhere else, but the Raven-class cruiser seems to be bugged; it either shows up destroyed when brought into battle or all of the weapons mounted on its armor break and don't seem to repair. This doesn't impact it when the enemy uses them, but only the player.
Thanks for the bug report!

I don't think I've ever seen any ship that spawns already destroyed when brought into battle, but regarding its weapons - the weapons mounted under the armor are intended to 'break' and won't repair until the armor is purged. This is a workaround I had to implement because, for some reason, the normal way which I use to disable weapons under the armor do not work on beam weapons, like tac lasers, i.e. they can still fire even from under the armor.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: jexams on May 11, 2020, 04:18:53 PM
Hey there. New to starsector in general so I'm not sure if what I'm seeing is a mechanic, or a bug.

Basically, I've noticed that in some battles, I'm unable to fire the Sakura Splitter on the Scorched Lily midway through the fight. Is this due to the weapon getting disabled by the front of the ship being damaged?
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 12, 2020, 01:51:25 AM
Hey there. New to starsector in general so I'm not sure if what I'm seeing is a mechanic, or a bug.

Basically, I've noticed that in some battles, I'm unable to fire the Sakura Splitter on the Scorched Lily midway through the fight. Is this due to the weapon getting disabled by the front of the ship being damaged?
Hi, thanks for the report! I'm not sure if it's a bug but in case you're not aware yet, weapons do get disabled in Startsector when they are damaged a lot, or if they receive EMP damage. They get repaired after a short wait, though! Hmm, I suppose there are other reasons that the gun would not fire - iirc, it ought to cost a bit of flux to shoot, so even if you charge it up, if the resulting flux would go over your capacity, the shot will cancel. Apart from that, it should not have any special rules for not being able to fire anymore.

This is in contrast to the Star Breaker - every time it fires its main gun, there is a small chance of permanently disabling parts of the ship - engines, weapons and indeed, the main gun itself.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: jexams on May 12, 2020, 02:30:13 AM
Hi, thanks for the report! I'm not sure if it's a bug but in case you're not aware yet, weapons do get disabled in Startsector when they are damaged a lot, or if they receive EMP damage. They get repaired after a short wait, though! Hmm, I suppose there are other reasons that the gun would not fire - iirc, it ought to cost a bit of flux to shoot, so even if you charge it up, if the resulting flux would go over your capacity, the shot will cancel. Apart from that, it should not have any special rules for not being able to fire anymore.

This is in contrast to the Star Breaker - every time it fires its main gun, there is a small chance of permanently disabling parts of the ship - engines, weapons and indeed, the main gun itself.
Thanks so much for the reply! I didn't actually consider flux being the issue. I'll definitely take a closer look at that next time.

I've also got another couple of questions

1) I recently got ahold of the Shine Ray and I noticed that aside from the "main" body of the ship, there are three additional sections that I can mount weapons and hullmods on. How do I access those weapon systems once in combat? I tried checking out the Conquest Battlecruiser but it didn't have additional sections to control and I didn't notice any keybind options for additional sections.

2) If the Spica Orb G RKT pods get disabled in combat, are they supposed to be able to fire a missile that almost immediately explodes once it leaves the ship? I noticed that happen during a recent fight.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 12, 2020, 04:39:33 PM
1) I recently got ahold of the Shine Ray and I noticed that aside from the "main" body of the ship, there are three additional sections that I can mount weapons and hullmods on. How do I access those weapon systems once in combat? I tried checking out the Conquest Battlecruiser but it didn't have additional sections to control and I didn't notice any keybind options for additional sections.
Additional modules like these are only AI-controlled, unfortunately! A game limitation, it seems. These rarely appear in vanilla starsector, and where they do, you often can't use those ships, e.g. Starbases, but they appear in many YRXP ships.

2) If the Spica Orb G RKT pods get disabled in combat, are they supposed to be able to fire a missile that almost immediately explodes once it leaves the ship? I noticed that happen during a recent fight.
No, that behavior shouldn't happen, and I don't think I've ever seen something like that happen before. Though, since you say the pod was disabled, could it be simply that the weapon was under fire while it was launching the missiles? Missiles in Starsector behave as real entities and do take damage, and so would explode if they hit something even right after they were launched out of the pod.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: jexams on May 12, 2020, 05:22:12 PM
Additional modules like these are only AI-controlled, unfortunately! A game limitation, it seems. These rarely appear in vanilla starsector, and where they do, you often can't use those ships, e.g. Starbases, but they appear in many YRXP ships.

Ah, alright. Gotcha!

No, that behavior shouldn't happen, and I don't think I've ever seen something like that happen before. Though, since you say the pod was disabled, could it be simply that the weapon was under fire while it was launching the missiles? Missiles in Starsector behave as real entities and do take damage, and so would explode if they hit something even right after they were launched out of the pod.

I'm admittedly not sure if the weapon was actually disabled (I didn't notice anything that would imply that) but it definitely did behave weird. The missiles, when fired would be moving significantly slower than they should be and end up exploding after barely moving away from the ship, even without getting hit by anything (that I noticed). I'll continue to observe to see if it happens again.

update: So I didn't realize that the spica missiles have nearly non-existent tracking. Upon closer inspection, they seem to fizzle out and explode prematurely if they aren't properly aimed at anything they can actually hit. It's like.. they'll leave the ship, slowly try and turn towards a target, and then explode. Not sure if that's how missiles with poor tracking are supposed to work but either way, i've swapped them out for the sparklers, which work better when mounted broadside and I still want to point the forward facing torpedo weapon towards a ship.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: NightfallGemini on May 12, 2020, 08:49:24 PM
So I didn't see this anywhere else, but the Raven-class cruiser seems to be bugged; it either shows up destroyed when brought into battle or all of the weapons mounted on its armor break and don't seem to repair. This doesn't impact it when the enemy uses them, but only the player.
Thanks for the bug report!

I don't think I've ever seen any ship that spawns already destroyed when brought into battle, but regarding its weapons - the weapons mounted under the armor are intended to 'break' and won't repair until the armor is purged. This is a workaround I had to implement because, for some reason, the normal way which I use to disable weapons under the armor do not work on beam weapons, like tac lasers, i.e. they can still fire even from under the armor.

I've heard the instadeath bug might be related to weapon-equipped modules not having a minimum of 1OP or something weird like that?
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: jexams on May 15, 2020, 05:08:38 PM
I was messing around with my Mythril Cloak Aegis Cruiser and noticed that the tactical lasers that I had mounted on the hardpoints covered by the cloak fire even when the cloak isn't retracted.

Also, I'm playing nexerelin on the yuri expedition side and made contact with one of the high priority bounties, Mimi Nyourai, and helped them fight my actual bounty target. After the fight, I made contact and they contacted me, asking if I wanted to play. When I decided against fighting them, I noticed that the high priority bounty was basically withdrawn. Not sure if that's an intended interaction or not.

(Sorry for all the posts recently. I'm having a blast with this mod haha)
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 15, 2020, 11:35:56 PM
I've heard the instadeath bug might be related to weapon-equipped modules not having a minimum of 1OP or something weird like that?
Hmm, how strange. I've been using the 0 OP rangefinder on several ships but I've never seen this happen... thanks for the tip though. I'll look out for it.

I was messing around with my Mythril Cloak Aegis Cruiser and noticed that the tactical lasers that I had mounted on the hardpoints covered by the cloak fire even when the cloak isn't retracted.
Huh, I could have sworn those modules were composite... This is actually the bug that happens with the Raven the weapons themselves weren't disabled while it still had the external armor.

Also, I'm playing nexerelin on the yuri expedition side and made contact with one of the high priority bounties, Mimi Nyourai, and helped them fight my actual bounty target. After the fight, I made contact and they contacted me, asking if I wanted to play. When I decided against fighting them, I noticed that the high priority bounty was basically withdrawn. Not sure if that's an intended interaction or not.

(Sorry for all the posts recently. I'm having a blast with this mod haha)
I'm pretty sure that Vayra's Sector's HVBs do have end dates, though iirc they aren't displayed. It happened to me too, the HVB I was grinding some ships for disappeared from my info screen when I'd finally built a fleet to hunt it down. You might have just come across the same thing, except first-hand.

And I'm glad you're enjoying the mod, I appreciate your feedback, so please don't be sorry!
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Deageon on May 16, 2020, 04:49:41 PM
playing around with the sakura splitter, what level of spread has the most damage? Also I adore how speedy and manuverable it can get with added player skills.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 17, 2020, 04:15:57 AM
playing around with the sakura splitter, what level of spread has the most damage? Also I adore how speedy and manuverable it can get with added player skills.
Hmm, that's pretty difficult to say.

Numbers-wise, the farthest spread bullets do the most total damage. However, given its massive dispersion, you would not likely find a target that is large enough to take a full serving of it. On the other hand, the smaller the bullet, the smaller its individual alpha - meaning armor will be more effective at mitigating it. On the flip side, the massive first stage of the cannon does the highest single alpha damage which would translate to armor penetration, however it will also deal the least total damage on bare hull. The numbers are basically a gradient of these two extremes around the middle, so you probably want to look there for a good balance.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Shad on May 19, 2020, 12:31:58 PM
I really want to see this mod in the tournament now. The heavy missile focus with minimal/no shileds sounds very interesting.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 19, 2020, 10:59:59 PM
I really want to see this mod in the tournament now. The heavy missile focus with minimal/no shileds sounds very interesting.
Do you mean Tartiflette's new tournament? I haven't been keeping up lately, so I didn't even know until you left this message, haha. It sounds fun, I might give it a watch! Doesn't say where though. :P
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Shad on May 21, 2020, 01:39:40 PM
Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 21, 2020, 02:35:47 PM
Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").
Haha, oh my. :o

Strange, I'm pretty sure I destroy the weapon when the frigates spawn... I'm more suprised that it didn't crash, with how fiddly that bit of the code is with the effects.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Shad on May 21, 2020, 04:06:55 PM
Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").
Haha, oh my. :o

Strange, I'm pretty sure I destroy the weapon when the frigates spawn... I'm more suprised that it didn't crash, with how fiddly that bit of the code is with the effects.
Just tried it in sim with infinite ammo command. The weapon is still functional. The little "links" look destroyed, but since it's part of the main section, it's still works and upon reload the graphics of another pair of frigates appear behind the ship.

Maybe just change reload to 999 seconds?

On a separate note, what weapon pulls enemy ships, followed by a massive blast around 1 sec later? Found out the hard way, when my oddysey was pulled right into the enemy fleet and as a bonus the blast was technically happening "behind" my shield.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Caymon Joestar on May 22, 2020, 12:02:28 AM
Hey Creature, I don't think the Description for Minimal Armor package matches what it actually gives

When I tried putting it on my taweret battleship, it only increased the speed by 5 when the description says it should increase by 15 for capitals
Spoiler
(https://cdn.discordapp.com/attachments/690323791997698119/713284866543845426/unknown.png)

(https://cdn.discordapp.com/attachments/690323791997698119/713285071049719899/unknown.png)
[close]
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 22, 2020, 01:44:38 AM
Hey Creature, I don't think the Description for Minimal Armor package matches what it actually gives

When I tried putting it on my taweret battleship, it only increased the speed by 5 when the description says it should increase by 15 for capitals
Thank you for the bug report! Hmm, I took a look at the code just now and indeed the bonus should be set to 15 flat for capitals. I haven't tested it in game for a while now, but perhaps there is some other effect in play that is dampening this bonus?
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Caymon Joestar on May 23, 2020, 06:46:32 PM
Hey Creature, I don't think the Description for Minimal Armor package matches what it actually gives

When I tried putting it on my taweret battleship, it only increased the speed by 5 when the description says it should increase by 15 for capitals
Thank you for the bug report! Hmm, I took a look at the code just now and indeed the bonus should be set to 15 flat for capitals. I haven't tested it in game for a while now, but perhaps there is some other effect in play that is dampening this bonus?

Not sure, I started a new game just to see if it was possibly something on my end but the same thing happened, it didn't give the full 15 increase.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 23, 2020, 08:41:35 PM
Not sure, I started a new game just to see if it was possibly something on my end but the same thing happened, it didn't give the full 15 increase.
It's okay, thank you for the information! I'm starting to setup my tools again so I might start looking at the bug reports that have piled up over the months.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: ZeCaptain on May 24, 2020, 07:12:10 PM
(https://i.imgur.com/ET2EO3v.png)

You could add this as one of the player flag options, or something not quite as eye-bleeding.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on May 24, 2020, 07:37:32 PM
(https://i.imgur.com/ET2EO3v.png)

You could add this as one of the player flag options, or something not quite as eye-bleeding.
Haha, sure!
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Deageon on May 27, 2020, 12:31:20 PM
in relation to the tournament, im pretty sure there would be...certain people who would flip massive shits if Yuri were to ever be included lol, like with how Ill Advised Modifications was received by some.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Transuni on June 04, 2020, 06:10:54 AM
we need blue ;) ;)
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on June 04, 2020, 05:06:36 PM
we need blue ;) ;)
Funny you would say that! Hmm, I wonder...

Spoiler
(https://i.ibb.co/ncYPvyW/whatisthis.jpg)
[close]
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: Transuni on June 05, 2020, 06:50:03 AM
no! i mead we need blue skin :D :D :D :D :D
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: connortron7 on June 08, 2020, 12:10:32 AM
no! i mead we need blue skin :D :D :D :D :D
Pink in the superior color.
Title: Re: [0.9.1a] Yuri Expedition v.2.1.2 || Faction Pack || Minor patch 02/20 [YRXP]
Post by: creature on June 10, 2020, 03:24:58 AM
A new mod is coming very soon!

And with it is a very significant change to YRXP missiles and how they play. I will outline the changes during the release, but until then, here are some teasers for what's to come!
"What's this?"
(https://files.catbox.moe/umo142.gif)
[close]

And what is this!?
https://www.youtube.com/watch?v=fmJNHPybM7U
[close]

Notice how your graphics card might not need to work as hard anymore!
(https://files.catbox.moe/4zwsfz.gif)
[close]

Almost all of my released mods will be seeing an update, so please bear with me as I have to update each thread one by one...! :(
Title: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: creature on June 11, 2020, 05:08:52 PM
Major Update 2.2.0
Moderation
Download (https://drive.google.com/file/d/1xPqML1INV4yXBGMA9QwlL9vjSpf7wZJ2/view?usp=sharing)


(https://files.catbox.moe/4zwsfz.gif)


I. Missile Rework

II. Ship Rework

III. (https://i.ibb.co/hgk3CH0/yrxp-ship-mall.png) Interstellar Mall Changes

Edit:

IV. Addendum: Fighter Rebalance

Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: creature on June 11, 2020, 10:54:13 PM
Made an addendum to the patch notes. There was an entire section I forgot to add. Nothing new to download, this is already part of the update, just something I forgot to write down.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: th3boodlebot on June 12, 2020, 11:01:23 AM
hello i was wanting to change how many deployment points the expansion ships from aria cost (the big one is 80 or so)
i want to do this for balancing purposes for use with the archean order tc (considering the lore of aria i think it fits quite nicesly with the archean mod)
the reason why is because the changes to ships in archean ends up making the expansion ships exceptionally weak (in the other mod, all ships have much more weapon slots, and dont really increase the deployment cost. capital ships and cruiser in particular have such a large expansion in weaponry, that they are relatively on par with the expansion ships {if not substantially more powerful in some cases])
anyways the idea of having moving space stations is neat and i enjoy using them, but it makes it almost pointless with such a high deployment cost
i opened the .ship file with word and could make out several parameters that were alterable but didnt see anything concerning deployment costs
this will be my first attempt at modifying something so please excuse my inexperience
i also use yuri with archean they both work fine and fit well (considering all of the missiles in archean order have autoforges)


also, out of curiosity, why isnt there an aria page on this forum anymore?

thanks in advance!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: creature on June 12, 2020, 01:50:20 PM
hello i was wanting to change how many deployment points the expansion ships from aria cost (the big one is 80 or so)
i want to do this for balancing purposes for use with the archean order tc (considering the lore of aria i think it fits quite nicesly with the archean mod)
the reason why is because the changes to ships in archean ends up making the expansion ships exceptionally weak (in the other mod, all ships have much more weapon slots, and dont really increase the deployment cost. capital ships and cruiser in particular have such a large expansion in weaponry, that they are relatively on par with the expansion ships {if not substantially more powerful in some cases])
anyways the idea of having moving space stations is neat and i enjoy using them, but it makes it almost pointless with such a high deployment cost
i opened the .ship file with word and could make out several parameters that were alterable but didnt see anything concerning deployment costs
this will be my first attempt at modifying something so please excuse my inexperience
i also use yuri with archean they both work fine and fit well (considering all of the missiles in archean order have autoforges)


also, out of curiosity, why isnt there an aria page on this forum anymore?

thanks in advance!
Hi, strangely enough deployment cost is set under the column "supplies/rec", which is right beside "supplies/mo". Either way, you can just take a look at the column for the Guderian and find the "80" there and I reckon that will get you to where you want to be.

It seems that the naming and theme choice, and I quote, "is going to make people wonder whether it's a neo-nazi mod or not", and so Alex thought it prudent to not host the mod in the forum. So I host it on the nexus myself!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: th3boodlebot on June 13, 2020, 08:00:08 AM
hello i was wanting to change how many deployment points the expansion ships from aria cost (the big one is 80 or so)
i want to do this for balancing purposes for use with the archean order tc (considering the lore of aria i think it fits quite nicesly with the archean mod)
the reason why is because the changes to ships in archean ends up making the expansion ships exceptionally weak (in the other mod, all ships have much more weapon slots, and dont really increase the deployment cost. capital ships and cruiser in particular have such a large expansion in weaponry, that they are relatively on par with the expansion ships {if not substantially more powerful in some cases])
anyways the idea of having moving space stations is neat and i enjoy using them, but it makes it almost pointless with such a high deployment cost
i opened the .ship file with word and could make out several parameters that were alterable but didnt see anything concerning deployment costs
this will be my first attempt at modifying something so please excuse my inexperience
i also use yuri with archean they both work fine and fit well (considering all of the missiles in archean order have autoforges)


also, out of curiosity, why isnt there an aria page on this forum anymore?

thanks in advance!
Hi, strangely enough deployment cost is set under the column "supplies/rec", which is right beside "supplies/mo". Either way, you can just take a look at the column for the Guderian and find the "80" there and I reckon that will get you to where you want to be.

It seems that the naming and theme choice, and I quote, "is going to make people wonder whether it's a neo-nazi mod or not", and so Alex thought it prudent to not host the mod in the forum. So I host it on the nexus myself!


thanks! and thats sad. people dont get mad at the neocommunists when stalin and mao murdered millions. gulags are just ussr "concentration camps." mao killed way more than either as well in his "republic"
also there was a mod back in the day called "thule" which was really interesting and had the same linguistic style only the ships were all flying saucers
whatever thanks for hosting it the mod is fun and a super neat idea!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: Smargoos on June 15, 2020, 09:39:25 AM
Whenever I try to unmount any weapon from a yuri frame the game crashes. Stripping the ship and adding weapons does work. I tried disabling all other mods (except libs of course) but it still crashed. Also according to mod manager the mod is 2.1.2 Version checker also fails to update check for the mod.

Attached the log if its of any use to you.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: creature on June 15, 2020, 02:47:45 PM
Whenever I try to unmount any weapon from a yuri frame the game crashes. Stripping the ship and adding weapons does work. I tried disabling all other mods (except libs of course) but it still crashed. Also according to mod manager the mod is 2.1.2 Version checker also fails to update check for the mod.

Attached the log if its of any use to you.
Thank you for the report! I'll check it out right away.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: Morrokain on June 15, 2020, 04:27:57 PM
Quote
i want to do this for balancing purposes for use with the archean order tc (considering the lore of aria i think it fits quite nicesly with the archean mod)

I normally would never do this sort of thing, but I'm making an exception here. I just want to make a public statement that I would like to keep the Archean Order mod away from any references to neo-nazi-ism in any form. I'm not saying the author intended that connection, but the official ruling from Alex puts that mod in that category for me.

Of course, any user has the freedom to choose the mods they want and this is no exception. But I am very much against that ideology and want that to be known.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: Crimson Sky Gaurdian on June 15, 2020, 04:47:31 PM
Of course, any user has the freedom to choose the mods they want and this is no exception. But I am very much against that ideology and want that to be known.
But why does having the two mods mean the ideologies are somehow harmonious? Isn't the entirety of Starsector built around conflicting ideology?
The last sentence thusly seems very disconnected from the rest.
Title: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on June 15, 2020, 04:48:58 PM
Patch 2.2.1
Download (https://drive.google.com/file/d/1s7_-hHQw6Y4dCssKSdtl5Gi9LtUG6aRu/view?usp=sharing)

I. Changes
- Includes some OP recosts to make up for the heavy nerfs listed in the previous update.
- Should've done it then, but recosting everything meant rebuilding all of the variants too so that made me lazy.
- Increased RoF for Aurora Crown and Ticklish SEAD again, putting it somewhere in between the old RoF that caused massive slowdown from the number of flares discharged all at once and the terribly slow RoF from the past update. Also, made the RoF the same, so they can be used in tandem. Reduced their OP costs
- Slightly reduced Dreamland bomber OP cost since it now only deploys 1 torpedo
- Reduced OP cost for Shooting Stars, since they only ever get 4 shots now.
- Reduced OP costs for PD-only missiles, since they also have limited ammo now.
- Reworked all variants to consider these OP reductions.

II. Fixes
- Fixed an error reported by Smargoos, which seems to happen when a slot doesn't have a weapon (or never did - e.g. newly built ships).
Title: Re: [0.9.1a] Yuri Expedition v.2.2.0 || Faction Pack || Major Update 06/12 [YRXP]
Post by: creature on June 15, 2020, 04:49:56 PM
By the way, Aria has its own modpage, so I invite all further discussions of that mod to do so there, thanks!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Dragar on June 16, 2020, 07:29:16 AM
Huh, I don't know if this is recent but I just noticed that the two Yuri capital ships aren't in either of the 3 blueprint packages.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Crimson Sky Gaurdian on June 16, 2020, 08:23:57 AM
Huh, I don't know if this is recent but I just noticed that the two Yuri capital ships aren't in either of the 3 blueprint packages.
Most capital ships aren't, even in vanilla.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Dragar on June 16, 2020, 02:55:22 PM
Ah, so you'd either have to find them, buy them, or scavenge them.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on June 16, 2020, 04:42:49 PM
Huh, I don't know if this is recent but I just noticed that the two Yuri capital ships aren't in either of the 3 blueprint packages.
Ah yes, this was another new change in the recept update that I forgot about.  :P I removed the Shine Ray and Seraph Wing from the YRXP blueprints and set them to rare_bp (I believe this was the one that made them appear in their own individial bps). At one point, I was considering removing the Shine Ray and Seraph Wing from the Yuri list altogether and give them the same treatment as I was going to do for the Mech Infantry and their ships, but since I haven't gotten anywhere with that yet, I just left them as is.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: faram45 on June 17, 2020, 10:09:38 PM
I know they're for balance changes.
But removed\deleted content makes me sad.  :-[
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on June 18, 2020, 01:54:42 AM
I know they're for balance changes.
But removed\deleted content makes me sad.  :-[
Unfortunately, this is the direction the mod will be taking from here on out! I believe I said it somewhere in patch 2.0.0 or 2.1.0 - YRXP will only be getting slimmer from that point on, and as you can see, that is exactly my intention!

All previous versions of YRXP are still available if you wish to use them, however! In terms of sheer size of available content... maybe the peak is 2.1.0? I believe that's the last version that still had the eggshell drone launchers, but I don't quite remember. These new changes are mostly geared towards placing all three of my faction mods (somewhat) on par with each other, after all. If you don't care about that, or don't even use them in the first place, You're welcome to continue playing whichever version of YRXP you think is best!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Agreion on June 18, 2020, 05:12:32 AM
Hi there, I am honestly enjoying your faction mod. I really liked their unique faction industries and ships(and also the qt animu girls). I noticed that they build a separate massive orbital fortress at the later part of the game. Is it intentional that their colony growth are deliberately hampered?

I'm also loving the 'Yuri Quarters' industry you get when your relation with them are cooperative, it's cool to have it in your colony. Looking forward for more faction perks like this. Fun mod so far.  ;)
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on June 18, 2020, 05:27:45 AM
Hi there, I am honestly enjoying your faction mod. I really liked their unique faction industries and ships(and also the qt animu girls). I noticed that they build a separate massive orbital fortress at the later part of the game. Is it intentional that their colony growth are deliberately hampered?

I'm also loving the 'Yuri Quarters' industry you get when your relation with them are cooperative, it's cool to have it in your colony. Looking forward for more faction perks like this. Fun mod so far.  ;)
I'm glad you enjoy the mod!

And yes, the growth malus is intentional. The rationale is twofold: first is the fact that in-game, 'growth' is described to come mostly from immigration (from where isn't explained, though). Lore-wise, it is impossible for carbon-based life to live in Caparice, ruling out all immigration. Second, a bit deeper in the lore that isn't really mentioned anywhere in the mod, since there has never been an opportunity for it, is that their natural population growth is slower than humans.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Algester on June 19, 2020, 09:12:33 PM
personally I kind of think the PD missile systems (Cherry Pod APS, Rosethorn SAM, Steel Grape SAM) should at least get their re-loadable ammo back
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Bulldog on June 22, 2020, 05:12:48 AM
Hello, just a suggestion but perhaps it might be better to consolidate the tech/manufacturer tags into one eg. Yuri Expedition/Caparice Trade Co.?


While I think it's cool that you've thought out the lore of your factions enough to form separate sub-divisions within them, having so many seperate tags makes it a bit cluttered in the hullmod/Doctrine & Custom Production filter lists. Especially if we're running all of your 3 faction mods given they each have multiple manufacturer tags for their stuff.


Admittedly I am running quite a few faction mods in addition to your 3 shared lore factions, but my hullmod category list is so massive that I have to scroll down to access the category filter as the faction filter fills up that whole segment.


Perhaps you could move the subdivisions into their long description blurbs instead? eg. Originally designed by Alto Research Labs/Produced by Alpina Weapons Factory etc.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Dragar on June 23, 2020, 04:05:17 PM
Ran into a bug with the ship mall, if you go to a system that doesn't have any colonies in it the game will crash as soon as you try to move your fleet and spit out this error:

128413 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.scripts.hullmods.yrxp_ShipMall.advanceInCampaign(yrxp_ShipMall.java:175)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on June 24, 2020, 03:07:42 PM
Sorry for the slow reply! Just started playing Nobunaga's Ambition and it's way too fun so I'm hopelessly hooked! :P Unfortunately that means updates and fixes will probably be delayed for while...

personally I kind of think the PD missile systems (Cherry Pod APS, Rosethorn SAM, Steel Grape SAM) should at least get their re-loadable ammo back
You think so too? I was rolling that around my head for a bit, but I kind of balanced them against Diable's Magic Box pd missile, at 5 OP and limited ammo as well... But peronally I lean more to them having unlimited ammo too. We'll see.

Hello, just a suggestion but perhaps it might be better to consolidate the tech/manufacturer tags into one eg. Yuri Expedition/Caparice Trade Co.?
Hmm, yeah, I can see what you mean. It felt like a fun idea when I was just doing YRXP, but now that I have 3 mods going, I suppose it's a whole lot of clutter. I'll write this down for the next update!

Ran into a bug with the ship mall, if you go to a system that doesn't have any colonies in it the game will crash as soon as you try to move your fleet and spit out this error:
Thanks for the bug report! I'll take note of this for a future patch. For now, I'm pretty sure you can freely remove the Ship Mall mod, so as a temporary workaround, consider removing it before going out on exploration and bounty missions and just slap it back on when you're reentering civilization. Sorry for the inconvenience!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Algester on June 25, 2020, 11:08:47 PM
Sorry for the slow reply! Just started playing Nobunaga's Ambition and it's way too fun so I'm hopelessly hooked! :P Unfortunately that means updates and fixes will probably be delayed for while...

personally I kind of think the PD missile systems (Cherry Pod APS, Rosethorn SAM, Steel Grape SAM) should at least get their re-loadable ammo back
You think so too? I was rolling that around my head for a bit, but I kind of balanced them against Diable's Magic Box pd missile, at 5 OP and limited ammo as well... But peronally I lean more to them having unlimited ammo too. We'll see.

Hello, just a suggestion but perhaps it might be better to consolidate the tech/manufacturer tags into one eg. Yuri Expedition/Caparice Trade Co.?
Hmm, yeah, I can see what you mean. It felt like a fun idea when I was just doing YRXP, but now that I have 3 mods going, I suppose it's a whole lot of clutter. I'll write this down for the next update!

Ran into a bug with the ship mall, if you go to a system that doesn't have any colonies in it the game will crash as soon as you try to move your fleet and spit out this error:
Thanks for the bug report! I'll take note of this for a future patch. For now, I'm pretty sure you can freely remove the Ship Mall mod, so as a temporary workaround, consider removing it before going out on exploration and bounty missions and just slap it back on when you're reentering civilization. Sorry for the inconvenience!

DA's magicbox PD missile stats
(https://i.imgur.com/9fwtTrL.jpg)
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Hiroyan495 on July 11, 2020, 03:30:41 AM
Niku niku kani niku ebi tamago~!
Meat~ Meat~ Crab~ Meat~ Shrimp~ Egg~!

This faction, this mod, is by far my favorite addition to all of my mods. The absurd lore, otaku merch and even that market music...
Am I going to discover a dark secret or is this faction simply... anime girls from another dimension?  8)
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on July 11, 2020, 02:37:35 PM
Am I going to discover a dark secret or is this faction simply... anime girls from another dimension?  8)
That's pretty much spot on!  :)
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Dynamod on July 16, 2020, 01:13:07 PM
I'm really enjoying this mod! but I've got a quick question; is there anyway to make the yuri market music louder? it's so quiet, I wanna hear that cute chant every time I come to shop but if I change my music settings, the rest of the game just booms out my ears.

also, is there a way to give them a nanoforge? all the ships they sell have D-mods.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on July 16, 2020, 02:23:10 PM
I'm really enjoying this mod! but I've got a quick question; is there anyway to make the yuri market music louder?
Yes, there is a sounds.json inside config, and you can find the BGM entry there with a corresponding volume field. You can change that to whatever value you please!

also, is there a way to give them a nanoforge? all the ships they sell have D-mods.
Yes, selling a nanoforge in a planet's open market will install that nanoforge into that planet's heavy industry if it doesn't already have one.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Dynamod on July 16, 2020, 03:00:14 PM
Yes, there is a sounds.json inside config, and you can find the BGM entry there with a corresponding volume field. You can change that to whatever value you please!
ah hell yeah, perfect :D
Yes, selling a nanoforge in a planet's open market will install that nanoforge into that planet's heavy industry if it doesn't already have one.
I'm sure this is something in vanilla I was just never aware of. thanks for the tip in any case though.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Hiroyan495 on July 17, 2020, 12:09:38 AM
Quote
Yes, selling a nanoforge in a planet's open market will install that nanoforge into that planet's heavy industry if it doesn't already have one.

Does selling a pristine nanoforge when they have a corrupted one do the same?  :o
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on July 17, 2020, 04:25:26 AM
Does selling a pristine nanoforge when they have a corrupted one do the same?  :o
I'm not sure, but my guess is no. Likely have to be an empty heavy industry.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Hiroyan495 on July 17, 2020, 09:29:36 AM
Another silly question: Can we expect a Yuri Expedition Onslaught?  8)


Edit: With a "giant anime girl on the side"?
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Crimson Sky Gaurdian on July 17, 2020, 09:47:10 AM
They'll always upgrade when possible.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Hiroyan495 on July 17, 2020, 11:24:03 AM
Thanks! I'll put that to the test sometime, but that's very helpful info!  ;D
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: onychannel on July 18, 2020, 06:41:13 PM
The Shine ray does not benefit from the Yuri Void Warfare Doctrine additional missile effect, I think it's because the Halo Drone Frigates it can launch count as Common rather than Yuri.

Additionally, the Yuri Void Warfare Doctrine for me states:
"... As such, this ship can store Makeshift Shield Generator more missile ammo ..."

As far as I can tell, there is no indicator that Yuri ships cannot mount Shield Bypass from SWP.

Also, what IS the Targeting Laser for?

Edit: Also to clarify I am not using the Commissioned Crew mod.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on July 19, 2020, 03:16:47 PM
The Shine ray does not benefit from the Yuri Void Warfare Doctrine additional missile effect, I think it's because the Halo Drone Frigates it can launch count as Common rather than Yuri.
Oh, you're probably right, thanks for pointing that out!

As far as I can tell, there is no indicator that Yuri ships cannot mount Shield Bypass from SWP.
Iirc, Shield Bypass won't work if the ship doesn't have a shield to begin with? I'm not so sure, it's been a long time.

Also, what IS the Targeting Laser for?
It's for the mod's carriers that are fitted only with missiles. It gives the AI the correct distance from which they should engage.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: onychannel on July 22, 2020, 09:03:13 AM
>Iirc, Shield Bypass won't work if the ship doesn't have a shield to begin with? I'm not so sure, it's been a long time.

Shine ray has a shield through a hullmod [imported shield generator], i assume that the shield being a hullmod is the reason this doesn't work

Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Hiroyan495 on July 22, 2020, 03:07:18 PM
Shield bypass, from my experience, doesn't seem to be designed to work when you add a makeshift shield generator or any shield upgrades, which makes sense. This probably applies to the imported shields too.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: onychannel on July 24, 2020, 04:30:37 PM
Shield bypass, from my experience, doesn't seem to be designed to work when you add a makeshift shield generator or any shield upgrades, which makes sense. This probably applies to the imported shields too.

I had a feeling it would work this way but I wanted to ask regardless, cheers.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: necro_alex on August 29, 2020, 04:05:13 AM
Hello, and thanks for a great mod :D

I came to report a bug related with this mod. It was a fatal error / crash.
In error logs I got this:
Spoiler
487423 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [yrxp_fleet_carrier] variant [yrxp_fleet_carrier_sf]: slot id [WS0027] not found for weapon [yrxp_targeting_laser]
java.lang.RuntimeException: Ship hull [yrxp_fleet_carrier] variant [yrxp_fleet_carrier_sf]: slot id [WS0027] not found for weapon [yrxp_targeting_laser]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.D.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

It happened when a fleet came too close to mine, I think it was about to "reveal itself", before we even touch in order for the menu to open.
It's the first time I come across this bug. I play with some other mods too.
I am using the latest version of S.S. (0.9.1a-RC8), and haven't tested on any other versions.
If you need any more details, ask me (better to email).
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: ZeCaptain on August 30, 2020, 02:23:31 AM
(https://i.imgur.com/kQc86Po.png)

From what I understand when you nerfed a bunch of yuri ships by changing what can go in what slots, you didn't update the saved fittings, so occasionally we get this crash when a yuri ship is built or when a yuri fleet is spawned with a ship with invalid loadout because it's trying to stick weapons and stuff in slots that don't take them. I think the only way I can solve this is by doing a copy-pasting of ship config files from a previous version?
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on August 30, 2020, 10:18:04 PM
I came to report a bug related with this mod. It was a fatal error / crash...

From what I understand when you nerfed a bunch of yuri ships by changing what can go in what slots...

Ah, thank you for the bug report! I will make sure to take a look at the variants if and when I come back to it!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Minitialize on September 05, 2020, 08:02:16 PM
Hello, I'd like to inquire: Is the mod safe to add mid-game? I'm okay with the faction itself being absent, I just want the ships around. Some faction mods I've downloaded have proven to be safe for adding mid-game, I just don't know about this one.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on September 06, 2020, 03:35:34 AM
Hello, I'd like to inquire: Is the mod safe to add mid-game? I'm okay with the faction itself being absent, I just want the ships around. Some faction mods I've downloaded have proven to be safe for adding mid-game, I just don't know about this one.
I'm not actually sure if it will cause crashes if you install it mid-game, but since you're after the ships, it won't be possible to obtain them anyway since their home system is only generated at the start of a game, and that's the only place you can obtain the ships...
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Minitialize on September 06, 2020, 04:50:57 PM
I'm not actually sure if it will cause crashes if you install it mid-game, but since you're after the ships, it won't be possible to obtain them anyway since their home system is only generated at the start of a game, and that's the only place you can obtain the ships...

Oh okay. I was hoping the blueprints for the ships would have a drop chance when exploring ruins/derelicts or the like. I guess I'll really have to start a new game then. Thank you very much for the reply  :).
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on September 06, 2020, 08:33:55 PM
Oh okay. I was hoping the blueprints for the ships would have a drop chance when exploring ruins/derelicts or the like. I guess I'll really have to start a new game then. Thank you very much for the reply  :).
I'm not quite sure how the game handles blueprints added mid-game, but I guess there's a chance? I've never personally tested it, however.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Minitialize on September 06, 2020, 10:58:12 PM
I'm not quite sure how the game handles blueprints added mid-game, but I guess there's a chance? I've never personally tested it, however.

Alright so I loaded up the mod midgame, and as it currently stands, I am able to--
1. Load the game without any issues, so it seems save compatible and
2. Certain blueprints I've already held onto (midline ones) has a few ships introduced by this mod. I haven't continued exploring yet so I can't say whether or not do yuri blueprints have any drop chance, will give an update after further testing.

update: so I haven't found any yuri blueprints yet since I haven't explored planets-- however, some vanilla factions are making use of yuri-related ships + occasional shipwrecks that are told by storytellers from the local bar include yuri ships.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: SaberCherry on September 10, 2020, 11:03:32 AM
When playing Nexerlin with Yuri XP, I noticed that ships with D-mods barely have a purchase price reduction, like roughly 100 credits per D-mod for a 50k ship.  Also, the variety of ships available for purchase was very limited, there's like 15 combat freighters and a handful of frigates.  But almost entirely freighters.  Furthermore, there are 3 missile launchers for sale, 2 fighters, and that's it, no other weapons.  So I couldn't really try it out...

It's funny when a pirate base puts in an urgent request for J-POP CDs, though!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Chairman Suryasari on September 12, 2020, 03:54:11 PM
When playing Nexerlin with Yuri XP, I noticed that ships with D-mods barely have a purchase price reduction, like roughly 100 credits per D-mod for a 50k ship.  Also, the variety of ships available for purchase was very limited, there's like 15 combat freighters and a handful of frigates.  But almost entirely freighters.  Furthermore, there are 3 missile launchers for sale, 2 fighters, and that's it, no other weapons.  So I couldn't really try it out...

It's funny when a pirate base puts in an urgent request for J-POP CDs, though!

With current job market, pirates need every dopamine they can get, can't blame them.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on September 13, 2020, 08:07:33 PM
Alright so I loaded up the mod midgame, and as it currently stands, I am able to--
1. Load the game without any issues, so it seems save compatible and
2. Certain blueprints I've already held onto (midline ones) has a few ships introduced by this mod. I haven't continued exploring yet so I can't say whether or not do yuri blueprints have any drop chance, will give an update after further testing.

update: so I haven't found any yuri blueprints yet since I haven't explored planets-- however, some vanilla factions are making use of yuri-related ships + occasional shipwrecks that are told by storytellers from the local bar include yuri ships.
Oh, that's interesting to hear! In that case, it's quite likely that the blueprints themselves could also be generated randomly. Note however that there are two blueprints for the full YRXP catalogue, and one is markedly rarer than the other. Though I suppose there is no other way but to put your faith in the RNG.

When playing Nexerlin with Yuri XP, I noticed that ships with D-mods barely have a purchase price reduction, like roughly 100 credits per D-mod for a 50k ship.  Also, the variety of ships available for purchase was very limited, there's like 15 combat freighters and a handful of frigates.  But almost entirely freighters.  Furthermore, there are 3 missile launchers for sale, 2 fighters, and that's it, no other weapons.  So I couldn't really try it out...

It's funny when a pirate base puts in an urgent request for J-POP CDs, though!
The D-mods and their effects are handled by the Starsector engine and I have made no (conscious) input on how they work with YRXP. The same goes with the spawning of ships, though I guessed some time ago that they might have been tied to a planet's size and output of ship hulls. In which case with some patience, you might find your luck, because in the recent versions of YRXP, I added an event that fires, I think a year or so into a game, which upgrades the Yuri home system pretty much across the board. If my guess was right, it should help with spawning the higher-level ships, weapons and mods at greater frequency.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Warnoise on September 14, 2020, 01:52:16 AM
Can anyone tell me how to beat a full stack of Caparice?

I can even approach them due to the sheer amount of missiles and other stuff they throw from across the field
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: ZeCaptain on September 14, 2020, 01:26:11 PM
1. Lots of PD with no travel time like burst PD,
2. lots of PD AI hullmod
3. Most yuri ships take extra damage from frag
4. Ablative interceptor and fighters
5. If you have Nex, send an invasion fleet in front and wait for them to kill everyone, don't get involved.
6. Depending on your mods, get weapons like the kladeoscope that have no concept of turn speed and can shoot 5 things at once, or other similar weapons.
7. Royal Azalea has prism weapons, the smalls and mediums are really really good PD.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on September 15, 2020, 01:00:18 AM
Yuri ships don't stack up well against high-tech fleets, especially shield-tanking Paragons. Just... don't send one in alone or it'll get swarmed. High-intensity lasers will be very useful.

Also to expand on the post above, in general, during battles, Yuri > Aria > Royal Azalea > Yuri. Or, at least, that's was the general rule I was going for when designing the latter factions' rosters.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Warnoise on September 15, 2020, 08:14:30 AM
I only have low tech ships :(. It is impossible to beat them. They spam those long range missiles non stop from all sides so if you don't have full shield cover you're screwed :/

Edit: There is an issue when Caparice ships retreat the leave their drones scattered all over the map, the battle can't end until all drones are destroyed. Is it possible to make the drone auto destruct when their parent ship leaves the map?
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Minitialize on September 16, 2020, 06:16:30 PM
Found an issue where if you enter a certain, uninhabited system with the hullmod interstellar mall the game crashes. Easily managed to bypass this by removing the given hullmod, just letting you know incase you'd prefer to have it fixed.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: DeTess on September 18, 2020, 01:36:41 PM
Heya! I've just recently started a run with this mod, and so far its been fun. However, I'm having a bit of an issue with the void warfare doctrine mod. It says that it'll double the amount of missile ammo if you've got the commissioned crew mod installed and only use the mod's missiles on the ship but this doesn't seem to activate for me? Are there any other conditions that need to be met?
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: immortalartisan on September 19, 2020, 11:34:00 PM
on one hand its anime

on the other hand my god those fighters i managed to take out a station marked at 5 hazard to my fleet with two moon rabbits.
this has convinced me to do a yuri based fleet now
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Unnamed_Shadow on September 23, 2020, 09:20:12 AM
Since i have fallen into the Hololive Hole, this mod has become one of my favorites as of late.

I wish someone made a Hololive Portraits Pack, or the portraits of Hololive are added to this mod, it would make a lot of sense.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Amazigh on September 23, 2020, 11:44:50 AM
Been really liking the mod, one thing that feels kinda off, is the sprite for the Last Smile ICBM (pretty much my favorite weapon i've got my hands on) and checking the files i can see that it's basically just the aurora missile but scaled up to twice the size.
The only other thing i'd like to see in the mod is some sort of medium and/or large kinetic missile pod, I do get that you might have not added such a weapon for balance reasons, but it could be a nice addition.


I'm having a bit of an issue with the void warfare doctrine mod. It says that it'll double the amount of missile ammo if you've got the commissioned crew mod installed and only use the mod's missiles on the ship but this doesn't seem to activate for me? Are there any other conditions that need to be met?

I don't have commissioned crews installed (so i just have the core-mod version of the missile rack hullmod) but: I've found that the hullmod sometimes stops giving the bonus missile ammo if *any* non-yuri weapon is mounted on the ship, not just missiles. Which might be a bug?
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: DeTess on September 24, 2020, 12:20:18 PM
I don't have commissioned crews installed (so i just have the core-mod version of the missile rack hullmod) but: I've found that the hullmod sometimes stops giving the bonus missile ammo if *any* non-yuri weapon is mounted on the ship, not just missiles. Which might be a bug?

I'm fairly certain that's not it. Whenever I do a playthrough I tend to focus on the content form one faction mod, so I wasn't using any non-Yuri weapons at all, and I'm fairly certain it doesn't care about ship-mods, right?

Overall, I'm really enjoying the mod. I'm stil not entirely certain if its ridiculously OP or just differently balanced. There was a period in my playthrough where my fairly light fleet would cut through enemy fleets like a hot knife through butter, but that might just have been an artifact of the long-range and missile focus allowing for very effective focus-fire in the same way carrier-spam works, and by now I've found challenges that will do something similar to me, cutting through my fleet in fairly little time, with my  fleet only knocking out a couple of light frigates.

Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Wispborne on October 29, 2020, 08:30:41 AM
yrxp_engineering.java is spamming the log file at line 78, the weapon checks. Recommend commenting out info logging before releasing.

I've attached an user's log (not mine) as an example.

Code: java
        		log.info("Check weapon name: " + stats.getVariant().getWeaponSpec(slot).getWeaponName());
       
        spec = stats.getVariant().getWeaponSpec(slot);
        checkForManufacturers = false;
        for(String manufacturer: YRXPModPlugin.APPROVED_MANUFACTURERS) {
    log.info("Check manifacturers for " + spec.getWeaponName() + "::" + spec.getManufacturer() +" vs " + manufacturer);
if(spec.getManufacturer().compareToIgnoreCase(manufacturer) == 0) {
// log.info("Setting ammo from " + Math.round(weapon.getAmmo()) + " to " + Math.round(weapon.getAmmo() * YRXPModPlugin.YRXP_MISSILE_AMMO_MULT));
log.info("found approved manufacturer");
// weapon.setMaxAmmo(Math.round(weapon.getAmmo() * YRXPModPlugin.YRXP_MISSILE_AMMO_MULT));
checkForManufacturers = true;
break;
}
}
       
    if(!checkForManufacturers) {
    hasFoundUnstandardWeapon = true;
    log.info("Found substandard weapon: " + spec.getWeaponName() + "::" + spec.getManufacturer());
    }
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on October 30, 2020, 10:52:47 PM
yrxp_engineering.java is spamming the log file at line 78, the weapon checks....
Ah, thank you for this report! Sorry, I missed some logs from when I was making the function that doubles missile ammo when only using Yuri missiles (that turned out to be bugged anyway, haha).

I only have low tech ships :(. It is impossible to beat them. They spam those long range missiles non stop from all sides so if you don't have full shield cover you're screwed :/
Yeah, it's quite difficult to win against YRXP without using energy weapons. You could probably bully them by spamming lots of big ships, if they don't have Shine Rays. Though perhaps you could also try a fast torpedo-armed corvette flown by the player to swoop in deep and hit the fragile carriers? It's probably suicide even if you succeed though.

Edit: There is an issue when Caparice ships retreat the leave their drones scattered all over the map, the battle can't end until all drones are destroyed. Is it possible to make the drone auto destruct when their parent ship leaves the map?
I'm aware of this issue, just that I haven't figured out a good way to fix it. The fighters often cluster at the edges of the map too, sometimes beyond it... I'll try out your suggestion though, thanks!

Found an issue where if you enter a certain, uninhabited system with the hullmod interstellar mall the game crashes. Easily managed to bypass this by removing the given hullmod, just letting you know incase you'd prefer to have it fixed.
Hmm, for some reason I recall already having fixed this, but I'll give it a look too!

on one hand its anime

on the other hand my god those fighters i managed to take out a station marked at 5 hazard to my fleet with two moon rabbits.
this has convinced me to do a yuri based fleet now
Haha, glad you liked it! Just a heads-up though, I'm planning to phase out the Yuri Mech Infantry line and their carriers from the main YRXP list. My current plan is to add the moon rabbit and dropship as special, player-only ships available at a Caparice Trade Co. start, much like the Scorched Lily supership start. There will also be no way to acquire new Mech Infantry LPCs apart from the start pick. This is because I want the mech-based gameplay to be centered around Aria.

Since i have fallen into the Hololive Hole, this mod has become one of my favorites as of late.

I wish someone made a Hololive Portraits Pack, or the portraits of Hololive are added to this mod, it would make a lot of sense.
Glad you enjoy the mod! I'm not planning on adding any more portraits to this mod, however you could always replace them with your preferred portraits! All the images are openly available for edit in the folder structure.

I'm fairly certain that's not it. Whenever I do a playthrough I tend to focus on the content form one faction mod, so I wasn't using any non-Yuri weapons at all, and I'm fairly certain it doesn't care about ship-mods, right?
I think the bug in the code was that it didn't only check the missile mounts. Meaning if the ship had built-ins, it would probably fail either way. I *hope* I fixed that now, but I have yet to properly test it.

Overall, I'm really enjoying the mod. I'm stil not entirely certain if its ridiculously OP or just differently balanced. There was a period in my playthrough where my fairly light fleet would cut through enemy fleets like a hot knife through butter, but that might just have been an artifact of the long-range and missile focus allowing for very effective focus-fire in the same way carrier-spam works, and by now I've found challenges that will do something similar to me, cutting through my fleet in fairly little time, with my  fleet only knocking out a couple of light frigates.
Yeah, I molded YRXP (and all the rest) precisely so that they played completely differently from vanilla (or most mods) factions. That inevitably means that there are scenarios that the base AI simply was not built to handle. For example, I've always had the problem in YRXP where my ships simply will not launch *any* missiles against enemy frigates. It's probably a failsafe by the engine, so you don't fire reapers at hounds, but YRXP simply doesn't work that way. Sparklers are built precisely *for* hounds. But I can't change the behavior since it seems to be hardcoded in. Well, you win some, you lose some. Apart from those fringe cases, most of the mod does behave the way I intend it to.

Been really liking the mod, one thing that feels kinda off, is the sprite for the Last Smile ICBM (pretty much my favorite weapon i've got my hands on) and checking the files i can see that it's basically just the aurora missile but scaled up to twice the size.
The only other thing i'd like to see in the mod is some sort of medium and/or large kinetic missile pod, I do get that you might have not added such a weapon for balance reasons, but it could be a nice addition.
Glad you like the mod! Apologies for the spritework! Minor edits is pretty much the depth and breadth of my artistic capacity!

With regards to larger kinetic missiles, it's intentional that YRXP doesn't have anything larger than the small mount, both for balance and lore purposes. Their kinetic arsenal is focused on their guns.

Anyway, I just got back to the modding saddle but right now I'm focusing on the next big update for Aria. YRXP will get its fixes too time, but only after my planned update and first official release for RYAZ! Please look forward to those!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: SonixApache on November 05, 2020, 12:29:15 PM
I made an account just to say this is my favorite mod for this game. Absolutely perfect.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: ForumGuy205 on December 09, 2020, 07:41:41 AM
In the next update can there be a comm satelite thing a bit farther away from the stations? since its impossible rn to install a comm sniffer for missions and stuff

great mod, but dear god, so many missiles ;

Also is it possible to actually terraform using the last smile, or is that just flavour text?
itd be wicked if it was possible
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: jlrperkins on December 24, 2020, 11:05:29 PM
Regarding the bug about the Yuri Void Warfare Doctrine not giving the 100% bonus to missile ammunition when combined with the Commissioned Crews hull mod, I can confirm that the bug happens even when the ship doesn't have any built-in modules. Tested on the Scorched Lily super destroyer, the Mythril Cloak cruiser, and a Cream-class freighter. In all cases, the ships were stripped bare save for a single Yuri-made missile weapon.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Suzu on December 26, 2020, 07:50:53 PM
Best mod ever.

I have a problem, though: using Nexerelin, I started affiliated with Caparice Trading Co. and decided to start with a supership (the Scarlet Sky superfighter), and I was promised some cool wisp drones that can be launched from the cargo holds, but in game the ship doesn't have any.
Maybe it's a balance issue and the drones were taken off, when I tried to edit the yrxp_fighter_frigate.ship, I noticed it has the "yrxp_drone_aux" declared in the builtInWings function, but it has no launch bay declared in the weaponSlots. I tried to edit it by adding a launch bay using the same weaponSlot template found in yrxp_scout_frigate_b, which is the AE-522 which starts with the exact same drone wing, but I still can't seem a launch bay and the drone wings in the Scarlet Sky, even by starting a new game (the drone in the AE-522 is fine, though, I bought one as soon as the game started to check).
Is there anything else I should do to enable the launch bay? The AE-522 has no hullmods related to fighter bays, so I thought that just adding the object would work.

Edit: OK, so exactly 2 minutes after posting this, I decided to check the rest of the ship_data.csv file, and noticed it has a field for fighter bays. After editing this field, I found the drones.
TBH, I don't care if it will make the ship overpowered. It's not like I can field a full fleet of these things, since it's too unwieldy to use it and it requires a ton of fuel and cargo support for supplies, so I want to use my cool drone wings.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: stormelemental13 on January 02, 2021, 10:55:35 PM
It's a minor thing, but I like the custom 'huzzah' sound effects when visiting a Caprice market.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Darik29 on January 12, 2021, 06:58:17 PM
Hello! Longtime fan, first time poster here. I have massively enjoyed this mod, and have become addicted to the music that plays whenever i stop by Heisel Trading Post to pick up hit singles and fancy clothing to sell to luddic path subversives.

However, i appear to have hit a bug! Heres the error log, please let me know if this is something i've done or if something broke

6842774 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [yrxp_fleet_carrier] variant [yrxp_fleet_carrier_sf]: slot id [WS0027] not found for weapon [yrxp_targeting_laser]
java.lang.RuntimeException: Ship hull [yrxp_fleet_carrier] variant [yrxp_fleet_carrier_sf]: slot id [WS0027] not found for weapon [yrxp_targeting_laser]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.D.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Darik29 on January 12, 2021, 09:13:25 PM
issue has been resolved by Not That Alex on Discord! turns out there was a reference string where there wasn't supposed to be, deleting it fixes the issue!

I can't really explain further, but he did put up a download for the fix on the tech support thread.

Hope everyone has a wonderful night!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: AlexAtheos on January 13, 2021, 12:38:58 PM
yes hello it is me Not That Alex

the thing about targeting lasers in WS0027 in variant yrxp_fleet_carrier_sf is a known bug and i guess creature hasn't gotten around to fixing it

in the mean time just delete these from YRXP/data/variants/yrxp_fleet_carrier_sf and everything SHOULD be fine

Spoiler
(https://i.imgur.com/bLK2YQ0.png)
[close]

Quote from: Unnamed_Shadow
I wish someone made a Hololive Portraits Pack, or the portraits of Hololive are added to this mod, it would make a lot of sense.

i have something for you (https://fractalsoftworks.com/forum/index.php?topic=19496.0)
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on January 28, 2021, 02:52:58 AM
I made an account just to say this is my favorite mod for this game. Absolutely perfect.
Thank you very much! I'm glad you like the mod!

In the next update can there be a comm satelite thing a bit farther away from the stations? since its impossible rn to install a comm sniffer for missions and stuff
Sure! I'll note it down for the next update.

Also is it possible to actually terraform using the last smile, or is that just flavour text?
itd be wicked if it was possible
Hm... maybe? I'll probably have to take a look at both Interstellar Imperium's titan wmd and the code of some of the terraforming mods out there.

Regarding the bug about the Yuri Void Warfare Doctrine not giving the 100% bonus to missile ammunition when combined with the Commissioned Crews hull mod, I can confirm that the bug happens even when the ship doesn't have any built-in modules. Tested on the Scorched Lily super destroyer, the Mythril Cloak cruiser, and a Cream-class freighter. In all cases, the ships were stripped bare save for a single Yuri-made missile weapon.
Oh! Thank you for the thorough test data, perhaps empty slots are being counted? Interesting, in any case!

Best mod ever.

I have a problem, though: using Nexerelin...
Thank you very much!

Ah, that is intentional! You see, there is a hullmod for YRXP that gives those launch bays to most of those without any, thus activating the drones in the built-in wings.

Hello! Longtime fan, first time poster here. I have massively enjoyed this mod, and have become addicted to the music that plays whenever i stop by Heisel Trading Post to pick up hit singles and fancy clothing to sell to luddic path subversives.
Thank you very much for saying so! Very gutsy of you to be flogging idol cds to a bunch of religious fanatics!

yes hello it is me Not That Alex

the thing about targeting lasers...
Ah, thank you very much for the fix! I haven't done much with YRXP yet, and I'm currently focusing on the next update to RYAZ so I really appreciate it. To express my gratitude, please allow me to credit you for this fix, at least!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Spardok on February 11, 2021, 02:06:03 AM
Would it be possible to get the patch right before 2.2.0? I saw 2.1.2 on page 17 but it gives a repository permissions error.
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: creature on February 11, 2021, 03:33:00 AM
Would it be possible to get the patch right before 2.2.0? I saw 2.1.2 on page 17 but it gives a repository permissions error.
Hi, here is the download link for 2.1.2: YRXP_2.1.2.zip  (https://bitbucket.org/tanem_rin/tanemrin_yrxp_public/downloads/YRXP_2.1.2.zip)
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Spardok on February 11, 2021, 03:45:31 AM
Thanks!
Title: Re: [0.9.1a] Yuri Expedition v.2.2.1 || Faction Pack || Patch 06/16 [YRXP]
Post by: Hiroyan495 on February 14, 2021, 03:18:04 AM
IW-701-S Seraph Wings (and seemingly all "HELMUT" inspired designs) seem to be a bit odd, from a graphical standpoint, especially with their weapon mounts being ... stretched out, but apart from that, I'm a big fan as you know.

Do you think the bug that seems to be related to the Aether Shawl or whatever it was is going to be fixed next update, or was that never proven to be true for anyone else but that user?

EDIT: There seems to be one or possibly more variants of ships that have slot id's for weapons assigned to them that don't exist.

---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Ship hull [yrxp_fleet_carrier] variant [yrxp_fleet_carrier_sf]: slot id [WS0027] not found for weapon [yrxp_targeting_laser]
Check starsector.log for more info.
---------------------------
OK   
---------------------------